Difference between revisions of "Talk:WHFRP Reboot"

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I'm 100% against using SA as a mechanism to get xp, and also against bonus xp in general.
 
I'm 100% against using SA as a mechanism to get xp, and also against bonus xp in general.
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--[[User:Gdaze|Gdaze]] 14:39, 13 August 2007 (MST) I don't like the 1 or 0 fate points.  I would perfer at least 2, or give humans one more then non-humans.  There needs to be some benefit to play a human.
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I'm okay with use SA for rerolls but I still don't think it is that great of a system for a group that already roleplays well.  Guess I don't get how you can just switch it around, also seems like a lot of work to do just so you can get a few re-rolls.
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Yeah, I don't think it should be used as EXP.

Revision as of 16:39, 13 August 2007

Reboot Chat Archive

--Edmiao 12:01, 13 August 2007 (MST) Matt explained the spiritual advance thing better last friday. My current understanding is that it is a way for him to hook into characters and to try to hook the characters together. It explicitly states what kind of things the character is interested in, which allows the GM to plan events and plotlines that are of interest to the character. I'm behind this idea 100% now.

I'm also fine with 1 or 0 fate points, with most replaced by the SA specific rerolls. would also encourage the ability to use SA points as spritual advance specific gemini-esque storytelling points.

I'm 100% against using SA as a mechanism to get xp, and also against bonus xp in general.

--Gdaze 14:39, 13 August 2007 (MST) I don't like the 1 or 0 fate points. I would perfer at least 2, or give humans one more then non-humans. There needs to be some benefit to play a human.

I'm okay with use SA for rerolls but I still don't think it is that great of a system for a group that already roleplays well. Guess I don't get how you can just switch it around, also seems like a lot of work to do just so you can get a few re-rolls.

Yeah, I don't think it should be used as EXP.