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Re: SM packages
Wed, 2007-03-28 14:09 — tboneRe Move: Ah, I see. I like your method. I figure I'd better stick with the exact rules I introduce, though; I expect that readers will be looking for examples/packages to build on those.
One of the difficulties of a topic like this: there really are any number of ways to go about things like setting Move; I have to force myself to hold back and stick to one. For example, I notice that the packages (at least for the SMs presented) could use not my main rules, or the Move you used, but yet another third way that's neat and memorable: use -1 Basic Move per SM below 0 (down to 1; it gets fuzzy down there), and +2 Basic Move per SM above 0. Works pretty nicely, in fact. Maybe I should use that in packages for its neatness, and note that it gets close to "suggested Move" without trying to hit it exactly?
In any case, let me also note that it's proving hard to fit the packages into my Mini page size, even if I really trim them down (smaller text, removing point costs except for total cost, etc.). I like the packages, but may have to place them onto a web page instead, as an online bonus. (Or save 'em for a full GULLIVER.)
Re HT: Optional, yes, though the mods for DX, Move etc. are all optional too. That said, I would agree with you that the HT mods seem even more optional, but for Mini's limited scope, I'll have to avoid many levels of optionality - I should either introduce the HT mod and use it like other options, or drop it altogether.
Re size names: Ah, again, I see. I'd be happy to stick with naming conventions that D&D is using and that its players will be comfortable with. Looking at the rulebook, I see that its sizes are a little choppy in progression, and overall are bigger jumps than GURPS SM. I'll at least keep their order, sticking other names in between two D&D names where appropriate. Thanks for the pointer.