Firehawk Games
Firehawk Games RPG Products => Novus RPG => Topic started by: Forwax on August 12, 2011, 03:51:46 AM
-
I never actually played HARP (but bought the first two book, first version of HARP without addendum (http:///smile.gif)
-
The number of character points given was a conscious specific decision. Enough to make a decent starting character, but not too many as to allow rampant min-maxing of things. The number also serves to provide a limit on how uni-directional a character can be made (so you don't have a first level character with a +25 weapon skill, etc..).
Everything works together to form a cohesive whole...
-
During my playtest of the game I felt that the number of CPs per level seemed a little low as well, especially at higher levels when things get more expensive. This could be another area where a houserule could fit your groups gaming style. You could make it a house rule that everyone gets 20 CPs per level instead. It is a simple tweak if you don't think 15 is enough. I haven't used that house rule yet, but I have given out CPs because of events that have happened in the actual game as a sort of player reward since the group did some amazing things.
-
If the actual playtesting does indicate that slightly higher levels of CPs are required, then we will officially increase them. But so far, we haven't received many reports that they are too low (other than Samwise's).
-
I think it is a group by group thing or a case by case basis thing. It really comes down to what their likes and dislikes are, and what they expect out of a game for the setting that you are playing it in.
-
So far, there are enough CPs for me. But my highest playing character is only level 3.
I have made an eleventh level wizard as a test with spells and spell bases and I think he had enough CPs per level. It was a hard choice a some level but nothing insurpassable. I agree with samwise7, it's a matter of feeling. Maybe CPs can become an issue if you have few characters in a group who need to be proficient in many areas.
-
That is the whole thing -- giving enough CP to allow for choices to be made, but not so many that there is no need to make choices.