> People can still take equipment as
> abilities, but that tends to represents exceptional stuff and things
> with special story significance: not "Sturdy Axe" or "Gleaming Armor",
> but "Axe of Grimhawk", etc.
>
See, if I put 'sturdy axe' in my sheet, I've made it story significant.
(That's my view.)
"He is never without his sturdy axe". That means it is story
significant and can be used to solve problems. "how did he escape? He
used his sturdy axe."
If I have "Axe fighting", I probably have an axe to, and it might give
me a situational mod for the reasons you give above, but the axe doesn't
have a rating because I didn't bother to give it one.
If I have "Gleaming Armor", it's because it is important story
wise/character wise, that I have gleaming armor. If I have knight, I
still have armor.
>
>
> Situational superior weaponry is less narrative oriented than HQ2 for
> the most part.
>
I wouldn't say that. I find all situational modifiers inherently narrative.
I think we're splitting hairs here, of course. ^__^ It sounds like we basically play the same way.
LC
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