Re: Powerful characters, rules, roles, narration

From: Graham Robinson <graham_at_...>
Date: Wed, 04 Dec 2002 07:46:46 +0000

> > If the rest of the party is choosing to be non-specialised, the combat
> > munchkin becomes a destablising factor.
>
>
>I don't see how. Could you be more specific? Can you give an example? I
>can think of situations where a combat munchkin can destabilize a game,
>but only if other conditions are met, which I discussed in my previous post.

I thought I had given this example - any character with a significantly higher skill than his fellows will only be challenged by opponents that would overwhelm the remainder.

> > The rules fix I suggest is
> > aimed at those who want to run a long, long campaign
>
>[that stays in the low to medium power range]

Reaching a point where you are on an equal footing with the JarEel described in the HW rules book is not my idea of 'medium power'.

>...
>Perhaps multiplying the standard costs by some factor would be a better
>solution?

No - I actually believe some of the costs (e.g. for magic) are too high to start with. For my campaign, we wanted to become movers and shakers quickly, but not move equally quickly to the point where we dominate nearly every situation. Its a balancing act. YMWV, etc.

Cheers,
Graham

-- 
Graham Robinson
graham_at_...

Albion Software Engineering Ltd.

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