Re: Re: Playing Powerful Characters

From: Graham Robinson <graham_at_...>
Date: Sat, 30 Nov 2002 15:12:48 +0000

>I'd assume that in real terms player heroes IYG develop many skills as
>opposed to focussing on their specialities : am I right ? If so,
>how has it affected the game ?
>
>Wouldn't it encourage the jack-of-all-trades type of PC so prevalent in RQ2 ?

The PCs are becoming increasingly generalised, but rather than an increase in useful skills (as in RQ) they have the options of relationships, personality traits, cool equipment, etc. They are still reasonably specialised, but much more rounded characters, with lots of hooks built into the character sheet.

> > Wish I had placed that rule from the start. Instead, we opted for a
> > voluntary 10W3 ceiling (unless you heroquest for better) which I don't
> > like, but the players feel is fairer.
>
>I think you're correct not to like it. Still, if that's what your players
>want, more power to them ...

I'm slightly misrepresenting them. We all agreed that the 1hp per mastery was a good rule, if we had it from the start, but the players felt that introducing it part way through the campaign penalised those who had taken a more broad approach to buying up skills. Which is fair enough really.

> > It isn't the W3 and W4 characters that worry me, its the W6 and W7
> > that I could have in a couple of years time...
>
> From what little I've seen, I think HQ will do a better job than HW at
> handling high level play, and presenting a playable framework
>of power levels. Not that HW did a _bad_ job, to the contrary ... :-)

I think pretty much regardless, if you can reach godlike powers, the system breaks. Maybe that's what you want in your game, but I dislike quite how easy it is in HW by the standard rules. If you can match the gods in 200 sessions, where do you go next?

Cheers,
Graham

-- 
Graham Robinson
graham_at_...

Albion Software Engineering Ltd.

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