RE: Starting Abilities + Augments

From: Mike Holmes <homeydont_at_...>
Date: Tue, 03 Feb 2004 12:39:36 -0600

>From: "yinkin_the_cat" <wquadros_at_...>


>Starting characters can be quite nasty. I'm having to revise all of
>the scenarios that I had cooked up for our up-coming game.

Those numbers match what's been going on in my online game. The characters are a little tougher than "starting" characters, but when things are important to them they're bringing around 10W2 or more to the conflicts.

What I note is that players will dig deeper for the more important conflicts. If they're not really key, they don't dig deep to find every augment. Which seems to work perfectly in my book.

In any case, the neat thing about this high total is that you can make the opposition pretty tough. Even a guy with 10w3 is going to go down eventually if the player has some HP left. IOW, if a starting character really cares about a situation, can really get his personality and relationships, etc, into it, even these lowly newbies can kick some serious ass.


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