> In the old mechanics your starting APs were based on the
> ability score
> you used at the start of the contest. So there was a
> strategic advantage
> to going first and starting with an ability that you
> believed would
> force your opponent to start with a lower number of APs
> (since they have
> to resist with something appropriate to your acting
> ability) than they
> might choose if they went first. And since changing
> abilities did not
> change the APs once a contest had begun, that advantage
> carried over
> until the contest was resolved in some way.
And you see this as something you miss, and I see it as something I'm glad to see the back of...
As you say, it's an interesting bit of gamist strategy. But if I'm storytelling/roleplaying, I don't want to have to think about gamist strategy. I want to pick my initial ability based on what my character would actually do, no matter how stupid.
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