I understand that. I just wonder if the current approach will discourage players from ever using perfects. I also think the slow, steady decline into madness is more representative of the source material. For the longest while the Solars really were the benevolent god kings they always saw themselves as.
>
> On 29 Dec 2009, at 11:45, andrew.d.scott_at_... wrote:
>
> > I really like what you've done with combos, it's nice and simple and provides strong mechanical incentives for purchase. In my own game I'll allow characters to build on them, adding extra charms as they see fit but paying a HP cost equal to the total number of charms in the combo with each improvement. That way character sheets won't become cluttered with redundant combos.
>
> In my mind player will remove old combos when they are superseded or they could sell them back for 1HP
>
> > Regarding perfects and limit: it seems pretty steep to add five permanent points per use. Is this a balancing issue? My current thinking is to keep +5 per perfect, but make it a lingering benefit that lasts for the duration of play. If it's still there at the end of the session the character his permanent limit by 1 point per +5 accrued.
>
> In Exalted, limit is a straightforward ten point track, now it's a HeroQuest flaw. Most players will start it at 13. It's only really going to trigger if players act counter to their motivation or virtues. Virtues. Perfects can help ramp this up. A player isn't going to be that worried about a limit of 13. But once it reaches a Mastery or more it can act like a doom hanging over them. Remember that that it can sit there untriggered at ridiculous levels. I feel this is a great story device and should help with the story. I haven't fleshed the complete Limit system out in my mind yet so some of this could change.
>
> -----
> David
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