I agree that it adds nothing in those cases, but I don't see anything wrong with the general principle of using specific modifiers in some cases. If I'd written my notes up as you suggest (which, broadly I tend to), I might, in play, discover that a player decided to use "Break Chains". The simple solution is to reward them by saying "I'll give you a plus 3 to that". This also gives an incentive to select focussed abilities. As I indicated, this already (more-or-less) exists in the rules as a situation modifier. I'd like to see clearer guidelines in HW2 for selecting improvisation penalties and situation modifiers (possibly via a series of examples).
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