QUOTE (ixombie @ Feb 22 2008, 04:20 AM)

I think it's important to make new mentors and traditions based on a theme. You have to pick an idea, then ask yourself "what would something with this theme do?"
If you do it the other way around, you're just kicking game balance in the nuts. If you think "Ok, Combat spells and guardian spirits are the two best things, and there's no mentor that gives a bonus to both, so I'll make one," then the mentor just exists for the twink factor. Same with traditions - if you think "Ok, voodoo is cool, but intuition is a more useful drain attribute since it also determines initiative and dodge," and then you just make a version of voodoo with an intuition drain, the trad serves no purpose other than to circumvent the balanced trads provided in the book.
Intuition is probably the worst drain attribute from a powergamer viewpoint.
Until now, no metatype grants an intuition bonus and besides genetic optimization, there's no way to push it with ware.
Sure, the synergy effects are nice, but the same applies to charisma.
BTW, dodge is linked to reaction, not intuition.
And combat spells aren't nearly as useful as manipulaton, since they just let you do what any decent streetsam allready does without drain, while manipulation spells provide abilities no other character has.
Guardian spirits rock, though.
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Not that it would totally kill your game to allow whatever. I just don't like the idea of a tradition or mentor being based first on its stats and second on its theme. Traditions and mentors are some of the most stylized, thematic, cool things in the game. If your mentor's theme is "I want to get the best bonuses based on my perception of the best way to twink out," it's not going to be very cool.
I agree that optimization should always involve having cool fluff ideas and generally dislike to play with people who are unable to be creative both towards mechanics and background.
But if game mechanics, or the wish to have access to certain mechanics, provide inspiration for a cool concept, there's absolutely nothing wrong with it.
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If you do it the other way, you're putting power over theme.
No, you don't.
Well, i don't.
If you had other experiences, too bad.
Wouldn't happen around me.
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I'm all for powergaming, but when it comes to custom gear and magical advantages, they should only be added to improve the game's theme. If the player wants to create something brand new and untested because the book doesn't allow them to twink out as much as they want to, that should be a red flag. The book allows PLENTY of twinking. No need to add more.
Plus, as a dedicated powergamer, I think it doesn't really count if you make custom stuff to help you twink. You couldn't show up on Dumpshock and brag about how your character kicks ass because you created custom rules that give him his amazing abilities. That's nothing to brag about. There's a lot of ways to exploit the game's rules and make something kickass. If you have to change the game rules to achieve that, it's just pathetic

Full ack on that.
Any new rules introduced should work parallel to existing ones.
Doing anything else demands being slapped on the head with the BBB.
As far as building traditions is concerned, that's easy (being consistent with existing rules, not the headslap thing), since there's clear and simple guidelines for that.
Mentor spirits are a bit more difficult, as there's a number of approaches towards the disadvantages, from "-1 to something" over "minmum CHA4 + some other stuff" to "WIL + CHA (3) to not do something emberassing" and the only thing the advantages all have in common is giving 2 +2 boni to
something, from skill tests to damage resistance to specific spell or spirit categories.
Extrapolating from that is a bit more tricky than just selecting a drain attribute, selecting 5 kinds of spirits and deciding wether a tradition is posession- or materialization-based, since it involves more understanding of implicit rules and mechanic design intents behind existing mentors.