Sigfried Hunin Wrote:The main point is: everything is a technique, everything costs XP. There are no abilities, because that idea has fallen flat. It's pretty obvious to me that the differentiation between techniques and abilities became very blurry when old chubbz came to new chubbz, and it's just stupid now. It really is. There's no point in the separation between the two as things currently are.
There was no differentiation between "Abilities" and "Techniques" in the old Chubbs. You couldn't buy anything. At any point.
The reason for the differentiation is to create characters that rely on specific Abilities (maybe not "rely," but that's their thing). Which, btw the way, is very Dragonball. Hell, in the original series, Roshi's thing was that he could use the Kamehameha. Characters having a "hook" was what DB and the early parts of DBZ was about.
Shapeshift is a Technique as a straight rip from Dragonball. The character literally went to school to learn how to do it. You have taken a Technique and made it part of your character. That's cool. That, however, does not seem like "proof" that we should marginalize Abilities.
I am, by the way, quite curious which Techniques you say are "way more powerful than abilities." With the very, very arguable case of Shapeshift, I don't see that as being the case anywhere.
Abilities are there to define your character. Techniques and Custom Techs are there to help them fight. That's the baseline of the system. That's why there's a limitation to the number of Abilities someone has. I've been a character who has the option to do everything. It really is not that great.
EDIT: Also, if one of the creators of something says its not a copy. It's not a copy. You can't tell him what his intent was. "Copy" implies that they were trying to strip ideas from Chubbs and integrate them into something else and we've already been told that that's the case.
If you have, or can link us to, a description of the AD system you're thinking of, that would be helpful.
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