> > If the players are the heroes, then their ratings determine
>> the rest of the world. If you think they are equal to Kallyr,
>> then Kallyr's abilities should be in the same range as the
>> players's. If they aren't on Kallyr's level, then her
>> abilities are a mastery higher.
>
>So I set her abilities in 1613 (or any other date before 1620) by what
>theirs are? Fair enough. As long as she doesn't end up with a nasty step
>up or down from 1619 to 1620.
IIRC, only Tapping reduces abilities, so I can't think why her player-matching abilities would need to go down.
> > I think it's extremely rare for Jeff or me to give out more
>> than 1 directed HP per skill (exceptions being something
>> heroquest-related, or an unusual follower or relationship
>> gained during play).
>
>And roughly how many skills per hand-out session?
I think we more or less go by the book suggestion for session HP. I have tried to give every character a directed HP as well (and by Rob's report I succeeded, for him at least). Sometimes it's obvious what it should be, sometimes I need to let the player help figure out what it should be.
> > I agree - I'm sorry you generally dislike films.
>
>I think my main reason is just that, no matter how good, they're too
>slow! An inherent feature of the medium - conversations take place at
>talking speed. I read a bit faster than that.
Kevin
>Any year where the hypothetical
>character starts with one mastery in his/her best ability has an
>improvement limit of 4 points. Each additional mastery slows the rate of
>improvement by one point, until at four masteries the rate of
>improvement is 1 per year
I've sometimes thought that all progression should cost 1 HP + the number of masteries you will have (so 19 -> 20 = 1 HP, and 20 -> 1W = 2 HP)... I think this is roughly the same as your suggestion, but it encourages broadening.
-- David Dunham Glorantha/HQ/RQ page: http://www.pensee.com/dunham/glorantha.html Imagination is more important than knowledge. -- Albert Einstein
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