>
> >1)players are trying something unexpected : "I
> challenge this humakti
> >guy to single combat". Then the gamemaster needs a
> scale to estimate
> >if "this humakti guy" should probably be a
> challenge, a victim, or the
> >nemesis of the bully player.
> Why do we need a scale for this situation ?
> Say our hero has close combat 5M
>
> If we want him to be a challenge we make him of
> equal strength.
But if the person challenged is the clan champion, we
do hav a scale, and it is a CONSISTENT scale. We are
adventuring in a land of
fantasy/superherodom/whatever, not a dreamworld caused
by magic mushrooms where a champion may be skill 14
today and skill 10W3 tomorrow. If this guy is the clan
champion, then we have a pretty good idea how good he
is, because there is a scale. We already know how good
the PC is, because we've compared his skill to the
same scale. So when the PC makes the decision to
challenge, both player and PC can estimate the
chances, roughly. Sure, we can then alter them (this
champion's good, this one's got a cold) by modifiers,
but the basic estimation of difficulty needs to be the
same.
If all we've got is "I've got 10W and I once beat someone who had 15W", rather than "I beat the clan champion's Humakti big brother, because the champion was too scared to face me!" then we do not have a story. So we have to translate from the 10W on the character sheet to a comparison to a known standard.
Powered by hypermail