Re: Re:Virtues

From: Benedict Adamson <badamson_at_...>
Date: Thu, 24 May 2001 13:47:52 +0100


Tim Ellis wrote:
...
> an alternative way of assigning numbers [during character generation]
> to abilities would be to assign a "pool" of points to be shared
> between all the abilities

...
> [so not] every new character has "the same" scores in all their
> keywords. If you set the "pool" to be the sum of the points you
> would get by the "standard" method then you could still default to
> that if you wanted.

...

Something along these lines could be a good idea. There is scope for abusive power gaming, if the system is not thought out properly.

Affinities and Grimiores (sp?) are more expensive to improve during play, which suggests they should likewise be more expensive to 'purchase' during character creation.

The scale for rating abilities is non linear. If the costs are linear, it is cost effective to put as many points as possible into your best ability. This would lead to horribly unbalanced characters. A non-linear scale of costs might be inconvenient to use.

The ability ratings of followers depends on the ability rating of the character's best ability. It is therefore worthwhile to putting many points into the character's best ability. Again, this would produce horribly unbalanced characters.

Perhaps you could keep the existing system, but allow the players to make small changes to the numbers, with a points system for balancing the increases and decreases.

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