Re: Scale Issues

From: Mike Holmes <mike_c_holmes_at_...>
Date: Mon, 25 Sep 2006 15:53:16 -0500

>From: Philippe Sigaud <sigaud_at_...>
>
>We love them. And we don't play them as per the rulebook, because they
>never did 'known' quests, with myths as guidelines. They almost always
>did the Arkat thing: cross to the Other Side, and then go with (or
>against) the flow.

Hey, at that power level, why wouldn't ya?

>Does someone do the same separation between bumps-HP and XP-HP ?

I've heard of lots of people doing this.

>Do you advise us to go back to the HQ rules ?

I prefer the normal system myself. The way I see it, having the alternate use of spending HP to go up in ability means that players have an incentive not to bump. Which supports the whole "Failure is an Option" POV. If not, the only reason not to bump is in case you might need to do so more at a later time. That's not nearly as dramatic, because you don't know if/when you're going to need them.

>(my, the more I post there, the more I see the many rules we changed,
>while still considering we were playing pretty much vintage HW/HQ). Do
>people here alos drift over months of play ?

All RPG players drift the games they play. For instance, I don't use the equipment bonuses as written, but instead use situational modifiers. It's a normal part of RPG play to adjust the system to get it to do what you want it to do. It's a sign of a system that supports what you want to do if you don't have to drift it a ton to get it to work for you.

>Do you play with the equivalent of Affinitied, in your Shadow World
>game? I mean, with 3 HP/+1 abilities?
>We conserved that, but I'm beginning to doubt the wisdom of it.

I'd keep that in theory, but I can't recall any Initiates in my game. They're all either devotees, or wizards, or (mostly) animists. Oh, and actually the most common group has no specialized magic keyword at all.

With Affinities you have to keep in mind that they're broad abilities, essentially, and let the player use them a lot. From a completely metagame POV, you might consider lowering the cost to 2 HP, to account for there being no benefit to raising feats. But for devotees, it's definitely worth it. The only limit being the "one at a time" thing. Otherwise you get the abilities at about half cost (and can still improvise new ones).

For wizards, the three point grimoire bump up is a steal.

Mike

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