It's a possible consequence of the 'Advanced Experience from downtime' interpretation/adaptation, it's not really a feature of 'normal' PC advancement. And it's 'expected and normal' that a PC will increase the abilities within a given keyword in play, whereas doing so with a follower greatly increases their descriptive complexity, since they're now no longer completely captured by 4 numbers.
> >It'd make more conceptual sense to me to have them both
> >'jointly managed' in some sense that I will entirely fail to make
> >precise. (Nominate and confirm, perhaps, for you US constitution fans,
> >or some sort of 'mixed initiative' approach.)
>
> I get your point. I just don't want Followers to either become albatrosses
> taking up PC potence, or fall behind in effectiveness to the point of
> uselessness.
Well, naturally. My instinct and impression is that (my) players could do with some incentive to spend points on followers at all wrt the HQ baseline, but obviously experiences may differ. (I couldn't claim my own is exactly extensive either, partly due to being deliberately fuzzy about the mid-game switch from HW to HQ over such matters.) Some sort of 'discounted' keyword increase rate would encourage follower advancement, without 'forcing' it in the direction of descriptionlengthening or extreme specialisation.
> >A wider question is, how are HPs to be used in making/proposing changes
> >not just to a given character, but his 'environment'.
>
> Interesting question. Maybe a new thread?
I feel that observing too much thread-discipline on this list would almost set a bad precedent. ;-)
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