You know, this exactly what I will use in my own game. Nice 1 Julian!
I would amend to 1-20w would be usual, and then start the double,
treble method but yeah, great! :^)
If anything it encourages folks to spend points on other abilities
once they hit the upper limits.
Oh, and as well I would make all magic cost 1 point per point. But
thats just me. I think the magic costs are way out. My opinion of
course. And the caveat I am really only fluent with Theist.
The jury is still out for concentration for me.
Regards
Rob
wrote:
>
> [Julian]
> > A possible optional rule, for groups playing often and sticking
with
> > the same PCs for lengthy periods of RW time, might be to make
> > Ability gains incrementally more costly, so that levels 1-20W
would
> > cost the usual amount ; 1W2-20W2 double ; 1W3-20W3 treble ; etc
(or
> > possibly so that levels 1-20 would cost the usual amount ; 1W-20W
> > double ; 1W2-20W2 treble ; etc if more consistency were desired)
> >
> > This would not affect the open-endedness of the HQ game system,
> > whilst helping keep PC power levels more consistent with
Glorantha
> > as Greg and the canon represent it...
>
> Indeed. This would help in that there would be incentive to learn
new
> abilities instead of piling everything on one superhigh ability.
>
> The gamesystem should try to reflect the fact that people don't
become
> heroes and superheroes just by doing mundane things for 10 years (or
> rather 40 play sessions), but rather through heroquesting and epic
> deeds. That's the part where the HeroQuest system fails to portray
> Glorantha.
>
> -Adept
>