> Hi!
>
> >* I think I may have given the Practitioners' spirit allies and
> >fetishes high ability ratings.
> This did come up during playtesting. Once the players realized,
though, how
> limiting the once-per-adventure bonus is, they were more careful
with its use:
> 1) How do they know that they're at the most important point of the
story?
> 2) Once the spirit is released from the fetish, they no longer get
the "lucky
> charm" automatic augment.
>
> Don't get me wrong, it's a very powerful effect to be able to add
the spirit's
> ability to your own. However, that one use really does limit.
>
> Style of play, I think, can make a huge difference.
Yeah, I think I was planning on short adventures and it seems like this will necessitate longer adventures. I was hoping to do one-two session episodes (I had a lot of luck with that sort of thing in Adventure!) and weave them together into a campaign. Now it seems like I'll have to do longer "adventures" in order to keep the Practitioners from overshadowing. Maybe I can have a campaign made up of many Adventures each of which is made up of several Episodes.
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