Re: Ambiguous powers

From: Dave Bailey <db_at_...>
Date: Mon, 27 Mar 2000 11:31:33 +0100


Richard,

        As the problem manifests itself it comes over as an issue of scope. The power gamer on my left shoulder tells me to pick powers that are as broad as possible, as somebody else has pointed out the xp goes much further with fewer skills. The balancing mechanism seems centered around improvisation penalties which don't seem harsh enough to encourage folks to be more specific. This can, in part, be resolved by the gm being a little more harsh with generic abilities but you also choose to rule that all generic abilities are automatically unrelated for xp purposes. This entire system seems to put a lot of work on the ref to control the game and limit abuses as well as "explain" what's going on in a consistant logical fashion.

        I have to concur with many others in a disappointment that many abilities don't even have a one line explanation - more work for the ref, doubly so if your players know nothing about Glorantha.

Dave.

> -----Original Message-----
> From: Richard Develyn [SMTP:Richard.Develyn_at_...]
> Sent: 27 March 2000 11:05
> To: 'hw-rules_at_egroups.com'
> Subject: Re: Ambiguous powers
>
> From: Dave Bailey [mailto:db_at_...]
>
> > I like that idea, I think it'll be the default to a large extent
> >anyway, folks like consistancy. Define "you" - is that the first time a
> >power is used by anybody or by a particular individual? I guess the
> >individual, when they first use the power they define their primary
> focus,
> >all other possibilities will fall into line from there which kinda brings
> me
> >back to people always going for a particular use because it's "better"
> than
> >others. Following that logic, over all the powers, most people will have
> a
> >similar interpretation of is capabilities. Seems to me like a web site
> will
> >spring up to categorise them......I'd better do some real work.
>
> By 'you' I did indeed mean the individual.
>
> This technique to limit applicability works on magical abilities because
> they are, well, magical.
>
> Alas this solution wont work on mundane ablities, like 'strong', because
> although you could argue that the first time you use your strength in some
> situation it is your preferred or natural application of strength, you're
> not really going to be able to justify high improvisation penalties on
> other
> uses.
>
> It's with the mundane abilities that I think we need to start thinking
> about
> classification w.r.t. applicability. In HW, IMO, the applicabiltiy of a
> skill is as important as its strength.
>
> Richard
>
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