So, with HM being a fairly typical sword & sorcery game, I should probably think a bit about niche protection. There are several possible approaches.
Character Classes: the traditional D&D method... you'll pick a niche and stick with it. The class could be strict (fighters can never learn magic) or loose (fighters always suck at magic, but can learn it).
Drive/Favorite Stat: everyone gets to pick a stat that they get doubled bonus dice on. Since the stats are arrayed out for 6 niches, you get to pick one of each. Anyone can learn another niche's skills, but they won't get the extra bonus dice.
Point costs: you just can't afford to be good at everything. The difficulty here is more restricting folks to reasonable niches... a character who excels at all kinds of fighting and magic but stinks at everything else is boring and undesirable.
Posted by Kiz at June 20, 2005 09:11 AMCommentsPost a comment