Re: House rules; generating abilities

From: David Dunham <david_at_...>
Date: Fri, 16 Feb 2001 09:05:40 -0800


Jeff wrote:

> I have found that after a 1.5 year game, that equipment is less and
> less important as the heroes grow more and more powerful.

which is exactly what Robin Laws was saying in the first place.

Well, we're just starting a series where the narrator wants to use weapon ranks, so I'll get another chance to see...

Benedict replied to Bryan:

> > Don't forget that one word from the character write up or list can be
> > the basis of more than "ability" on the character sheet.
> ...
>
> I would not allow this in my games.
> The method of underlining abilities in the character description
> implies that each word may contribute to only one ability.
> I think the rules do not allow a word to contribute to more than one
> ability.

I agree. I'm pretty flexible on precisely what ability derives from any word or phrase, but it's a one-to-one mapping.

Jeff replied:

> Please look at the example in the main rules (Kallai), in which
> a few of the underlined words were given multiple ablities at the
> decision of the narator.

IMO there are some errors in Kallai's sheet, starting with the fact that he has too many mastery-skills.

and Bryan:

> Indeed, for my own amusement I tried to abuse the 100 word write-up
> to its max, packing in as many underlined words as possible, and
> giving as many of them as possible multiple meaning.

On the other hand, if you could convince me it's more amusing, I might go for it. Having lots of goofy abilities at 13 isn't a big deal.

David Dunham <mailto:dunham_at_...>
Glorantha/HW/RQ page: <http://www.pensee.com/dunham/glorantha.html> Imagination is more important than knowledge. -- Albert Einstein

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