> Affinities and Grimiores (sp?) are more expensive to improve during
> play, which suggests they should likewise be more expensive to
> 'purchase' during character creation.
And likewise for misapplied worship?
> 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.
I'd have thought an informal system of allowing "overs & unders" up to a point (+2 to this ability, -2 to that one) would be preferable to the original suggestion of a pooling system. This ain't RuneQuest: not everybody gets the same number or "value" of abilities out of character generation.
Cheers, Nick
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