Greymarch2000 wrote:NPCs aren't PCs though. They aren't built like PC, they aren't made for the same reason PCs are. There's a reason the stat blocks are given with skill totals and not showing their "adds". Since I've been entering NPCs/monsters into Roll20 with the current sheet I have to enter their adds in and many of them have less that 16 total adds, and many have like a +8 to find or something just to give a challenge in comparison to their super low Mind score.
Basically comparing PCs to NPCs is futile since NPCs are really just a group of bundled DN's put together.
At the end of a recent Kill Team game, my Howling Banshee Exarch Zealot (apologies to those who don't have a clue...you don't really need one) for the first time in any of my games managed to charge, with the target my son's Scout Gunner with heavy bolter. As he started to fire overwatch, then to retreat, he was devastated to learn he couldn't do either because of the Banshee Mask. As he further discovered just how terrifying this woman is in melee, the cries of "That's cheating" kept getting worse. [In his defense, he is 12 and I usually play Harleys, and it was late so his autism was starting to show]. It didn't matter that I pointed out she had always been killed before reaching combat before. It didn't matter that I could point out models in his list just as rule breaking. All that mattered was an enemy had multiple abilities he could never have.
My point is: yes, comparing a PC to an NPC for build cost is stupid like trying to build a SpaceMarine who works like an Aldari, but if my combat monster or caster or sniper can never hope to compare to an NPC in raw talent, it can still feel like the NPC is "cheating" which can
impact the enjoyment of the game.
ZorValachan wrote:I'll just input that i LOLed when I read attribute cost was too expensive... "In my day attributes cost 3x not this new fangled 2x"
But seriously, my group was awestruck when they learned attributes were only double cost instead of triple.
"NOW GET OFF MY LAWN"
But seriously, yes it is awesome that raising my 9 STR to a 10 is going to be 10 points cheaper than in oTORG, but then in oTORG there were ways to pull down 20 'XP' in one act...not likely, but possible.
Back to the OP: in one of the two PbP campaigns I have been playing in, my character is finally getting around to increasing his STR (as mentioned above) because any other perks he might want have now become prohibitively expensive for his concept. My other character has taken 2 new perks and was going to be getting 2-3 more (occasionally raising skills with the 'loose change 'xp) before raising her 5 CHA, her 6 DEX, or her 6 STR because even though I grumble about the cost of those perks, they are important to her concept while being able to survive in a fight never was. And between this and casters, the true cost of exponentially increased perks is born out...it is nigh impossible to make an "all flash, no substance" character. By the time you're buying your 5th perk, your mates have increased their skills and the badduns that will kill you even through your Prodigy powered Tenacious soaks are nothing but speed bumps to your friends. I don't know that this is a bad thing or that it isn't on purpose; I just know it's something one must consider when considering a Perk heavy concept.