To be fair this is an explicitly simulationist argument. I don't think it is a Hero Wars problem, but (if it were) a better solution is to increase the cost of the sub-skill. Such a rule doesn't need a rules re-write.
>I rather liked the comments about running a game with just spesific
>weaponskills, and improvicing from them when it's sensible (and not at a
>flat -3 either). Parhaps that would work better than a 3 HP/lvl CC
>skill afterall.
Most narrators, AFAIK, don't use flat improvisation penalties. There was some discussion on this 12-18 months ago. The consensus was improvisation penalty based on weapon similarity. I use -3 for culturally familar weapons and bigger penalties for unfamilar weapons (should any of my Heortlings ever pick one up).
Thom
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