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Re: [dq-rules] Re: New skill in draft
--- LarsDangly <larsdangly@yahoo.com> wrote:
> These look like great additions to the game, but I
> suspect they are a little over-
> powered. One of the temptations I always feel when
> toying with house rules
> for Dragonquest is the urge to 'boost' the fighting
> abilities of combat oriented
> characters. Perhaps this is because it is easy to
[snip]
One of my current GMs has a pretty good rule of thumb
on modifications to games, i.e., should I add or
change spells, items, skills, etc. He just asks
himself the following two questions. One, is this the
kind of thing that everybody would want? If yes, then
it is too powerful. Two, is this something that
nobody would want? If yes, then it is too weak. Many
otherwise powerful things have been excluded on the
basis of this rule, and many existing things modified
so that they are no longer ignored. These two
questions are pretty simple criteria, but they seem to
work awfully well.
Mort
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