Dirty simulationist that I am, I dish out one bonus
point and one level of keyword per year of the
characters life. That seems to do the trick in helping
provide a wide range of characters as well as a wide
range of ability scores.
Cheers,
Ash (where's your trousers?)
- Rob <robert_m_davis_at_...> wrote:
>
>
> Anyone who created a new character in a game I
> narrated raised
> eyebrows whn they saw the 10 freebie skills or
> narrative skills at
> 13 rather than 17 like the rest. I take your point
> but, it just
> don't feel right to me. I toyed with the idea of
> giving new players
> 50 points to spend, and thats what I did! I imposed
> a limit of 15W
> on any one ability. Hoots!
>
> Rob McSporran
>
> --- In HeroQuest-rules_at_yahoogroups.com, ASHLEY
> MUNDAY
> <aescleal_at_b...> wrote:
> > Keith mentioned:
> >
> > "The whole narrative thing has been kiboshed by
> the
> > switcheroo of the keywords and the narratively
> > important words."
> >
> > I don't think it has, for the simple reason that
> if
> > Jon has "Play Fox and Geese 13" then he's a fair
> bit
> > better than most of the clan, most of the time.
> >
> > Likewise, with his "Speak new Pelorian 13" he's
> got a
> > chance of understanding what the Lunar General is
> > saying to his aide-de-camp while his brother,
> standing
> > right next to him, can't. The level doesn't matter
> too
> > hoots, he can do/is/knows something/someone other
> > people can't/don't.
> >
> > Cheers,
> >
> > Ash
>
>
>
>
>
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