Re: Ability advancement

From: Wulf Corbett <wulfc_at_...>
Date: Tue, 23 Oct 2001 18:46:27 +0100


On Tue, 23 Oct 2001 16:13:43 -0000, ryan.caveney_at_... wrote:

>Now, for the benefit of the animism fans on the list, I will mention
>the character type who breaks the game most by this particular style
>of HP use: a shaman who puts his 13w9 in Spirit Combat. His fetch of

HER fetch you mean... erm... not that I was actually thinking of DOING this, you understand!

>For this reason, I heartily recommend the various suggestions made by
>Wulf Corbett, David Dunham and others to increase the HP needed to
>increase an ability score as that score gets higher; actual cost =
>base cost + 1 per mastery seems popular.

I did once support this, but unfortunately I'm now much more concerned that it takes too long to get a character up to anything like 'heroic' level. We have, I believe, exactly two double-mastery abilities amongst our entire group (barring a couple converted from RQ). I'm not SURE this is a problem, as I rather like the single-mastery challenges, but it is a limitation.

The real problem isn't Abilities, it's Affinities. At 3 HP per point, they get left behind by cheaper, more useful abilities (low level augments, as has been frequently said, aren't much bang for your buck), and when you've got 2W2 Close Combat and only 17 Combat Affinity, why waste HP dragging the affinity up,when the CC will ALWAYS be cheaper? Same applies to other affinity types.

Maybe if we did have the extra cost for higher level abilities, the abilities wouldn't outstrip them so easily, but that would also bring the whole process grinding down after one mastery.

Wulf

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