Re: Kolat

From: Kevin McDonald <kpmcdona_at_km-YADADHZSV1yQONiTtoITzNf9Yv2zDykitazctQu6xLSTE3o6-V98uGlewRVwwWFI>
Date: Mon, 25 Oct 2010 17:57:18 -0400


On Mon, Oct 25, 2010 at 9:52 AM, Jeff <richaje_at_tPxFYU0SNLmjR6ddpmfyiK0eG4LvIusuibljrszjosO_tS5_fLJ_VmKudBXWDWPNDd0NehN-lyV_eFw.yahoo.invalid> wrote:

>
>
> > And since the 11W rule is itself an anomaly I would consider it to be an
> > "unbending" of the rules. :)
> >
>
> Again, I see no problem with these sorts of house rules. The 11W rule works
> very well in an ongoing campaign (as it gives players something to work
> towards), but I myself would drop it on a one-shot where all the heroes are
> expected to be devotees, shamans, or the like.
>

I mean no disrespect - you folks are doing a fantastic job so far! Sartar was marvelous and the companion looks to be another home run for the Issaries team.

I understand why the rule was written the way that it was - I argued against it (unsuccessfully) during the HQ2 play-test. I just feel compelled to point out to folks that it is not something that will be applicable to games where the starting benchmark for the campaign isn't "recently initiated". Given all the options, I really hope that people think twice about starting a game at that level. In my campaign, for example, a starting character with 5W in his best ability is a mover and shaker within his kingdom, and the contests are framed accordingly. Someone else's game could have the premise of orphaned children surviving on the hard city streets of Nochet. The characters in that game could also start with a highest ability rating of 5W. The game scales effortlessly. It is one of the coolest features of HQ2 and I like to point it out as often as I can.

-Kevin McD

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