The great part is though, in the sense that some skills have a "second
side" effect that might be less than positive is a mechanism to prevent
rules lawyering powergamers like me from leveraging the game system
excessively.
Let's say a player picks big 18-we're talking about pretty big.
Well, when he or she walks into town, you might check the reaction of
the townsfolk to this monstrous intimidating fellow - i.e. if he wins a
simple contest vs. "accepting of strangers 3" (I grew up in a small
town - it's not an exaggeration) then they will all be thoroughly
intimidated and resentful, trying their best to get him on his way.
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