[Torg] Possibilities: Better Results Now VS Character Advancement
winstoninabox
winstoninabox at hotmail.com
Thu Dec 6 21:12:28 EST 2007
Benn,
It's not a game breaking problem, but it is a problem. Especially for characters that are combat-based. As fighting is a major part of Torg the party often relies on the big guns to make a difference, and so they more often than others have to dip into their PP pools.
What I did in my game was to make the Act PP awards only available to those who had spent PPs during that ACT. I made a standing order of up to 2PP per Act, depending on what the player had spent during the Act, so I only ever had to mention an Act payout variation if it was going to be different from 2PP.
What this meant for the Act PP award was that if, during the Act, they spent:
zero PP they received zero PP.
1 PP they received 1 PP.
2 PP or more they received 2PP.
For me this solved most issues, and I felt it even freed up play. When players knew they weren't losing out to other players everyone spent PPs more freely.
winstoninabox
This seems an odd dichotomy to create. Do we really want
our players to have to be self sacrificing to accomplish story goals? Or to
put it in a more likely fashion, do we really want the players that hoard their
possibilities for self-advancement to be choosing to accept results that are
less desirable?
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