I dish out directed improvements when someone risks using something much below 10w-ish as the player's are probably going to end up burning one or more hero points to get through the conflict. Or fail with some interesting consequences which move the game along in ways I couldn't imagine.
Cheers,
Ash
PS: The answer to how many abilities are about 14 is most of them in case that's not clear from the ramblings above!
> From: Olli Kantola <olli.kantola_at_...>
> Subject: Cascading catchups
> To: heroquest-rules_at_yahoogroups.com
> Date: Wednesday, 27 July, 2011, 10:10
> Good day all,
>
> As I was reading the debate on the very low resistance, it
> occurred to
> me that do you guys really see the low, low abilities of 14
> or
> somesuch in long running games?
>
> In my experience as your highest abilities get closer and
> closet to a
> new mastery limit, you trigger new consecutive catchups
> which in turn
> bring even your lowest abilities close to the previous
> mastery level.
> That in turn often triggers the process again if you have
> any
> abilities left.
>
> Now, my experiences have been from shorter campaigns, so
> I'm
> interrested in what has happened in your games or if
> someone has
> analyzed this further.
>
> Olli Kantola
> --
> As far as we can discern, the sole purpose of human
> existence is to
> kindle a light in the darkness of mere being
>
> - C. G. Jung
>
>
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