Specialists [Was: Digest Number 586]

From: Benedict Adamson <badamson_at_...>
Date: Thu, 21 Jun 2001 14:53:09 +0100


Nick Eden wrote:
...
> Buffy Humakti has Death 1W and in his 100 word description '...
> trained in slaying the undead...' and so starts off with Vampire
> Slayer 1W (or 13 if she prefers). As a result she can happily get
> those extra augmentations and be that bit better at killing those
> nasty undead creeps.

...

For a gigantic +2 augmentation when killing Vampires (and only Vampires), if Buffy chooses to forego a round (to take an unrelated action to augment) and the Narrator allows augmentation of magic (IIRC, not permitted by the rules). Hardly worth it.

Of course, if Buffy choose Vampire Slayer as their bast ability, it might be more in line with the character conception. But assuming vampires don't turn up every week, the player will be spending 2 HP for each +1 in an ability that they hardly use, just to have a shot at killing a vampure when it finally turns up.

That is what I do not like about all abilities being equally costly to increase. The narrative in the rules tries to encourage you to have cool-sounding abilities, especially ambiguous references. But the rules actually discourage this, because abilities are not actually effective unless they have a big rating and they are applicable. You must therefore use your cool abilities or ambiguous references often, and their description must make them often useful, or they will be pathetic. But if you use an ambiguous reference often, it is no longer ambiguous! And cool-sounding abilities are usually narrower in scope!
Consider the example in the rule book: the 'Collapsing Wind' that Kallai has. The narrative implies that Kallai's player never uses that ability until long after character generation. So it would almost certainly have a rating of only 13, which will not collapse anything. And why have a 'Collapsing Wind' when you could have a 'Wind'? Or an 'EWF Scrying Crystal' when you could have a 'Scrying Crystal'?

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