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Old 11-26-2003, 06:13 AM
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RE: How is it realistic...

Post originally by Greg Porter at 2003-11-26 05:13:40
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Peter Knutsen wrote:
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There is a wide ranges of aptitudes (attribute values) where there is no difference at all. That's why I specifically picked "borderline retard" and "near-genius" as examples. Both get the *same* aptitude bonus: Stat/4.

From now on, keep your mouth shut when the system debated is one which you know *nothing* about.

I write:
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As someone who knows *something* about the system being debated, I disagree. I think a near-genius would have an AWR of 6+, while your borderline moron would be less. An AWR of 6 has an Aptitude of 2, while those at AWR 2 to AWR 5 have an Aptitude of 1. Since skills are bought up from Aptitude level, there is a difference in how many skill points are required for level X of "rocket science".

And this completely leaves out the fact that the upper limit for a skill is based on the Attribute it is based on, which means that not only will the higher AWR person get to a given skill level quicker, they will also have a higher ceiling on their skill than the lower AWR person. And this factor is *directly* related to the level of the Attribute, not the Attribute/4.

Peter Knutsen wrote:
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I'll stop being anal when people stop misapplying the term "realistic". A RPG rules system is *not* realistic if it completely fails even the simplest of reality checks, by producing results which are in severe disagreement with reality.

I write:
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An rpg that perfectly models reality is going to be infinitely large, or at least too big to put in your backpack. CORPS is *not* perfect. CORPS does however, address certain realism and playability concerns far better than many other systems, even those which claim to be realistic. I have no fear that CORPS combat, damage and skill resolution will compare unfavorably against any system out there. Even ones that *aren't* ten years old.

Is CORPS a perfect simulation of reality? Of course not. And neither rude comments nor rude rejoinders add much to the discussion.

Greg Porter
designer, CORPS
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