> The current rules make transfers and AP increases a lot less common.
Yes, they are much less common than they were in the previous set. However, if one has a mastery advantage over one's opponent, it can be quite unpleasant.
> This was a major problem noticed during playtest - what I call the
> video syndrome - fight lots of minor guys to get the powerups before facing
> the end of level boss. So it was changed.
> They do happen, but a lot less often.
>
What was the change? I cannot see a difference between the posted 'bare bones' rules and the set that Greg sent me in November? But they ARE a great improvement over what I was got to see in July.
> I can see it happening occasionally - if you have just killed a
> whole bunch of people without tiring or getting injured much, you have a
> big advantage of confidence (on your part) and fear (on theirs), and you
> are probably really getting into your killing stride. But this should be an
> occasional happening, not the routine.
>
> Cheers
> David
>
It only happens with one particular character, actually. A Humakti who
is rather specialized, even for his ilk. One reason I'm against letting
Humatki gifts 'stack' -- Sacred Time came and went and he stacked a
second 'Sword & Shield +5' onto himself -- such a simple thing causes
quite a lot of trouble (Initial close Combat was, of course, 5W, and
he's gotten a 15W out of the gate...
I'm quite content to 'pound him like he was corn' with concentrated missle fire and magic -- areas where he is weak. But I dislike having to concentrate too much of my narratorish attentions on one player. Sadly, this character archtype is one of the easiest to make.
I console myself with reading the Munchkin's Guide to Powergaming though.
Jeff
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