Is there a succinct term for how sometimes providing a specific ttrpg character with an ability, that ability stops being universal by default? (WHTOW has "literacy" as a talent, which means everyone without it--3 out of 4 the PCs--can't read)
Is there a succinct term for how sometimes providing a specific ttrpg character with an ability, that ability stops being universal by default? (WHTOW has "literacy" as a talent, which means everyone without it--3 out of 4 the PCs--can't read)
Funnily enough that's a case where you could actually correctly apply "exception proves a rule", though I doubt such a specific precedent has a single word term to describe it.
I want to call it their "niche" but I'm pretty sure that's not what your after
Pigeonholing?
Air-breathing mermaids is related
Yeah that's pretty much the name, same as "quantum ogre" being a term for content that gets moved around so players always encounter it. I don't think there's much of a more professional term for it.
I remember getting annoyed with a Gurps gm for telling people "just make a DX roll" for things that I'd bothered to put a point into.
I'll admit I say 'Roll DX and tell me how much you succeeded or failed' (as opposed to 'Roll DX-6' or stating the default out loud) to make things sound less daunting.
If I were running it now I'd throw out a huge number of individual skills, but I'd tell people that at character generation.
I'd go with something like GURPS Lite. 'Mechanic', not umpteen billion specializations. No No-Landing-Extraction skill. Melee Weapon (Easy, Average, Hard). Hand-To-Hand (Easy, Average, Hard). No familiarity penalties. Cut down on choice paralysis.
Seems reasonable. I'd probably run FATE though.
I need to finish reading that. Looks cool with a group that wants to collaborate on building a setting. I've also heard good things about Index Card RPG but don't own it.
Would "foregrounding" work?