Waveshell Vst 7.1 [REPACK] Download
Waveshell Vst 7.1 Download
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What are the virtues of Strong and Weak Personal Points in print-and-play games?
In a discussion of the desire to introduce a second character class for duelists in print-and-play games, it was mentioned that I should provide some rationale as to why Strong and Weak Personal Points are a good addition to the game.
So, a couple of questions:
1. Why is a character’s value (or lack thereof) in terms of PPs sometimes more critical than other mechanics (fraying, sneaking, etc.) to how a game plays out?
2. How does introducing a second character class benefit the overall goal of a player-driven game?
You can use values for a number of reasons. When you are doing a scenario, or a campaign within a setting, you can use them to set the tone and give context. In a one-shot or a game with a small group of players, you can use them as a way of flavor. When you are play-testing an idea, you can use them to ratchet it up to a higher level if things are going too smoothly.
For Player Controlled Games
Personal Points are useful when you are creating a conflict between characters and they are easy to keep track of and easier to adjust. They also help to give your characters a more human-scale value. For example, a character in a DnD campaign with three level 1 characters running around who are not doing much could have a score of 7 (1 PP from each of their class abilities + 1 for Skill). With a second character, you can take that number and adjust it to be a more meaningful number. If you have a character with a single class that is very powerful, for example a cleric or paladin, they are immune to certain class abilities and attack styles so you need to find a way to make that character even more important. The cleric would benefit from a “Strength of God” ability, allowing them to ignore bleeding for the first 5 points of damage. This would require a little more nerfing on the player’s part as the cleric would now have little defense for their lack of combat prowess. The cleric could either get a weaker class ability that still benefits them from the bleeding (unfortuantely the “Strength of God” ability is not often useful),