>Perhaps so, but that is a simulationist argument. HW isn't
>a simulation, and HPs spent do not represent the amount of effort
>that your *character* has put into improving an ability. They
>represent the amount of effort (as it were, measured in terms of game
>sessions played) that the *player* has put into improving the
>ability. The two need have no connect at all.
True. But I wish they DID. By allowing the player to get what he wants (higher skills) easily, I believe you discourage the player from seeking the harder options. I'd like to have a player 'do an Arkat' and say 'hey, if I do this weird magic thing, I can get the skills I want'. It makes a good story. It is also discouraged by having skills given out easily.
I guess the essential difference is that if the CHARACTER has to face a difficult hero quest to obtain a skill, I'd like the PLAYER to do so to, so that the GM (me) gets to watch!
But at the end of the day we do seem to be getting needlessly circular here. Want to say I see a problem you don't, and call it quits?
-- Graham Robinson graham_at_... Albion Software Engineering Ltd.
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