Re: Re: A Couple of character Creation Questions

From: Nick Eden <nick_at_...>
Date: Wed, 22 Sep 2010 16:08:53 +0100


Surely he'd be influencing the cheif with weaponthane 8W?

Though I think "Two-handed axe of super-instant-death 18w" might acually be compensating for "very small willy 18w". On Wed, Sep 22, 2010 at 3:32 PM, Chris Lemens <chrislemens_at_...> wrote:

> Ryan:
>
> I'm not sure that I'm the best person to answer, but here goes --
>
> I think your 20 points can only be used to raise abilities that you have.
> So,
> you can't use one of those 20 points to create a breakout ability under an
> umbrella keyword. To do that, you must use one of your 9 abilities.
>
> Yes, as a narrator, I would allow a player to put 10 points into a keyword,
> then
> another 10 points into its breakout ability. But I would first discourage
> it and
> give the player examples of why it is a bad idea. If the character takes
> some
> sort of combat ability, I would ask what he will do when he needs to
> persuade
> the chief to lend him aid. Swinging a sword around won't work. If he
> persisted,
> he would probably find himself in many situations where his sword was
> pretty
> useless.
>
> One way to rein in a munchkin is to use one of the other methods of
> character
> creation. Instead of the list method, you might require everyone to use the
> 100
> words method. I think it's less susceptible to munckinitis.
>
> Finally, if you worry about munchkins, you might reserve the right to
> designate
> each character's flaws. So, the guy who takes "Two-handed axe of
> super-instant-death 18w" also gets "Coward 18w" (because he's obviously
> compensating for his weakness). Or you might limit that right to any flaw
> with a
> value of more than 5w or so.
>
> I think that the flaws are intentionally tied to the highest abilities to
> make
> the characters more interesting. When creating sample characters, I noticed
> that
> my more balanced characters usually had several keywords tied at the top
> ability
> level for that character. That is, I chose some areas to develop, developed
> them
> to pretty much the same level, and left the other abilities at their base
> levels. That meant that all of the flaws were also at that top ability
> level.
> Since these main abilities, and the flaws, are what defines the character,
> it
> worked for me. I can't explain the apparent difference between that and the
> HQ
> book itself.
>
> Chris Lemens
>
>
>
>
>
>
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