The thing is that while characters can in some cases vary by more than the limits of the RNG and have that be OK in some games, Spycraft does not do the requisite things necessary to make it OK. Namely: solid, immovable benchmarks that exist outside the characters against which characters can be judged and scenarios designed.Hey_I_Can_Chan wrote: I'll note again that that's the high limit. The other examples MS states are within 12, 12, and 10 points of variance, which, for an actually written and published game, just ain't so bad.
You could have some arbitrary skill like D&D's own Disable Device range between different characters by 10, 20, or even 40 and still be in the clear. Even though yes, the entire RNG is only 20 numbers long. You have one character that does not monkey with traps save to throw goblin bodies at them and hope they don't reset. You have another character who takes his time and may only be able to do it reliably when he is in no danger. And you have a third character who can do it as a combat action while monsters are breathing fire all over the work environment. And in the case of potential adventure design and character creation, that's all OK, because the players and the DM all know that. Because the DCs and the modifiers for alternate timeframes are all fixed and known quantities.
Take that away though, and you no longer have the freedom on the RNG granted by the time shifts. If the PCs don't know what the DC might be for disabling a glyph (or a land mine, same diff), the rational expectation of being able to hurry tasks ceases to be an umbrella that protects you from the golden shower of large bonus differentials. By going to an "ah fuck it!" DC system, Spycraft has abandoned the security of player skill whoring, and bonus differentials are no longer acceptable.
I see what you did there. That's ten tonnes of 4rrie bullshit in a five pound bag. The dog becomes more dangerous the more PCs exist? Do you not see how incredibly fucking insulting that is? Like how if I was doing a solo mission, I could totally fight this dog, but because I have friends in another room, this dog has quantumly become a badass?HICC wrote:Finally, Frank, the game does have an objective measure of opposed checks against NPCs: NPCs are assigned values, and, despite that value depending on how many PCs there are, the math is totally doable via the charts. A PC can see how he stacks up aganst a guard dog or a security guard on an individual level or as part of a group of PCs. The numbers are there, they're just on a chart instead of hardcoded. Because this means that higher level PCs encounter more dangerous dogs, and dogs remain a threat. James Bond, no matter what his level, still has to get past guards and dogs.
Fuck you.
Even if those charts generated the "perfect scaling results" you claim that they did, which they do not, it would still be so insulting on so many levels that I could not in conscience recommend the system to anyone. But seriously, they don't. You make a character. They have a crowbar and some amount of skill with beating things with said crowbar. You have no idea whether you can take a dog in a fight or how many dogs should give you pause. None whatsoever, because "guard dog" does not have a stat line or even a range of appropriate stats. It's scaled to the amount of threat it is supposed to be to the group as a whole, which means that its combat stats are based on the character sheets of player characters you did not design.
In many cases, your character can seriously contribute more to combat by being shitty at combat and then going off and doing something else. Because if you were any good at combat, the guards that your assassin compatriot is fighting would be tougher even though you're doing something else anyway.
-Username17