Well, doubtless mine too, at least in part. If you could break down your areas of puzzlement somewhat...
> >Two good HW rules to help counterbalance this, btw, are directed HP
> >awards (which I think are mentioned, though very much in passing last I
> > >looked), and the rule about half-cost for abilities that were
> >narratively significant. (Or double cost for ones that weren't, for
> >you pessimists...) Thankfully neither of them are in the realms of
> >RQ 'tick-fishing', though.
>
> Idem as above. Please, Alex, explain me what's your point here.
I'm just applauding the way HW handles character advancement, basically. I think it strikes a decent balance between pure points based, and pure gameplay-based. (The danger with the later being than rather than roleplaying driving 'experience checks', the desire for 'ticks' drives the way the 'roll-playing' happens.)
Cheers,
Alex.
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