Re: Ability advancement

From: Thom Baguley <t.s.baguley_at_...>
Date: Wed, 24 Oct 2001 15:38:51 +0100

> From: ryan.caveney_at_...
>Yes, it is. However, it is the only mechanic I can presently think of
>that addresses the problem that under current rules, the "proper"
>(i.e., most efficient) way to powergame is to have a character who has
>exactly one ability: Do Anything 10w9, and damn the improvisation
>modifiers, even if they're -150 or worse. I think we ought to do
>something to discourage that beyond simply saying "Your character is
>really just Deluded 10w9," or "You just can't."

If we are talking "orthodox" rules any penalty greater than -20 means "not at all".

(Personally, I'd let someone roll in any case but increase the resistance to match. Orlanth uses his 10W12 "Storm" affinity to read someone's mind - the resistance is the world's 10W15 "Not on your Nelly" ability).


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