Mmm, and I've been playing at a bit over that rate over some 5 years - if it keeps the players happy and I can still come up with ideas and keep myself happy...
> But given that it now costs 6 HP
>to go up +1 in an affinity with non-concentrated
>magic, which is what most player-characters have,
>it would only allow growth by a little over 1 mastery.
I admit I read HeroQuest rules on this and other matters, and elsewhere,
and thought:
1) I can't introduce this, it breaks player expectations (dropping edge
when one players entire combat style was to use spirits to get a huge
edge, that was uncertain of hitting, was particular right out)
2) I don't even want to introduce this, it doesn't help my imagining
I'm not sure there's a changed rule in HeroQuest from HeroWars I liked, I'm sorry to say. Background material is generally fine, however - which was what I was after.
Thus for me affinities are 3HP, skills 1HP, if used. Above 19W, +1 HP, above 19W2 +2, etc.
Hero points for bumps are widely used in my game sucking some of the HP out of the system.
>
>Cacodemon I haven't thought about much so far,
>but I would make him a lesser deity in the xW5 - xW6
>range.
From Runequest descriptions - a bit weaker, I'd have thought - but
looking impressive.
>
>-- Norbert
-- Kevin Blackburn Kevin_at_...
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