I dont know if this is of any real use, but id like to share this idea i had
with you.
When i posted that mail about armor yesterday, i suggested a flaw forplate
armor-it may be nearly "undefeatible", but its also hot und cumbersome.
Then i asked myself: how do you really use flaws in gameplay?
The obvious answer is: as negative augments.
Another idea might be to augment you opponent with your flaw, so that it
works for him
OR
to reverse the concept of ratings for flaws. A rating in HQ is how good you
are. So a flaw must indicate how bad you are.
How to play that ?:
whenever you resist or are forced to resist with your flaw, roll as usual,
but invert your result, so that
a fumble becomes a complete success
a success becomes a failure
and so on
In a way you make the result of your opponent better with your flaw.
Does this make any sense and can it ever really be used in gameplay ?
all the best
Christian
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