Re: Still converting that low-level RQ campaign

From: KYER, JEFFREY <jeff.kyer_at_...>
Date: Tue, 05 Sep 2000 11:40:56 -0400

> Message: 2
> Date: Mon, 4 Sep 2000 12:27:12 +0100
> From: t.s.baguley_at_...
> Subject: Re: Still converting that low-level RQ campaign
>
> >Re-re-reading.. yes, I see what you mean. I just have problems
> >believing it. So when she got her Javelin 12, her Missile Combat went
> >up to 12, and her Archery followed it. And any other missile weapons
> >she may learn at a later date will also be at 12.
> >
> >Character development costs, pp31-32... yes, there's no way of
> >improving a sub-ability without improving the main ability, is there?
> >So all Close Combat abilities will always be the same. A Humakti's
> >Sword will always be at the same skill as his Spear&Shield. Hmm.
> >
> >I can see some problems with this: but for now, I'm trying to use the
> >rules as written before I start making modifications.
>
> The Humakti is a special case (they can get bonuses to a specific weapon
> via a geas, so a close combat 1W Humakti might be +5 or 6W with
> Greatsword). You can apply the logic generically (but I'd advise making CC
> +3 hp to increase and each specialization +1).

Yes, its a special case. And under NO CIRCUMSTANCES let a Humakti take the same gift twice or more. Its unbalancing in the extreme. We've played with +5 <Sword> ability and have seen what happens when Sword and Shield is taken 2x. But we're fine with +5 Sword and Shield and +5 Greatsword. This has one rather charming side effect -- my experience was that most humakti took lots of Hurt Person with 1-H sword (or 2 or whatever) and the occasinal Sense Assassin and Resist Poison. Now we're seeing a much wider range of Humakti in the game enviornemnt -- this is a good thing, I think.  

> My preference is to stick with the rules as written. So far we have had 3
> combats in two sessions followed by two sessions with no combats (and they
> were the most fun). Making CC +3 hp to increase would make it prohibitively
> hard to improve (i.e., it would cost +2 or +6 hp to get an increase a lot
> of the time). However, if combat features more strongly in your campaign
> you might want to change.
>
> Thom
>

This has worked well in playtest. Working RC and CC as affinities does slow down the fighting types. This means that those who concentrate on Magic or Scholarly pursuits can 'keep up' with the fighters. BUT it does discourage characters from learning other abilities/Affinities if they have to put 3 of their 5-7 HP into raising CC or RC. With them costing 1 at current, there's more points avaialbe to the typical PC for teh very expensive magic affinities.

As an aside: This works out well when you make Warhammmer RPG characters pay more for Strength and Toughness and Attacks. Anything to slow down those Templars.

Jeff

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