Re: Ability Advancement (rant alert)

From: simon_hibbs2 <simon.hibbs_at_...>
Date: Mon, 18 Feb 2002 18:50:55 -0000

> Once characters get powerful enough to be noticed outside their
> clan/tribe/region (this is at about the 10W2/tribal champion level
in
> my opinion), they should become the object of others' quests
> regardless of what their players want.

Very true, and something I'll need to bear in mind.

> HeroQuests should involve far more risk and danger than mundane
> adventures (get those HP stacked up and ready). The danger should
not
> necessarily be of death but of picking up serious flaws or other
> dramatic bars to the character's goals.

I agree, I don't think heroquests should ever become the standard fare of the average game session, even for very powerful characters.

I'm gradualy coming closer and closer to Wulf's possition that the best way to go is increasing the advancement costs at higher ability levels.

For example, if w3 is the threshold, perhaps we should make all abilities above w3 increase at the Affinity cost of 3 HP per increment? That would also give characters an incentive for increasing those Affinities they've neglected for so long because increasing them is so expensive.

Simon Hibbs

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