From: | Justin Pinnow <vanyel@*******.NET> |
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Subject: | Re: Karma Pools (Lady Jestyr) |
Date: | Mon, 11 Aug 1997 18:36:18 -0400 |
> Date: Monday, August 11, 1997 11:07 AM
<Snip>
> Actually, I meant the PCs' Karma Pools. Once they get to a certain level
> PCs become unkillable (look at Rex) without ridiculous opposition. There
> has to be a better way of managing PCs Karma Pools, but I haven't worked
> out what it is yet.
Here's what I do in my campaign. It works well, and has been playtested.
Basically, eliminate Karma Pool except for 1 point. That 1 Karma Pool
point can be used as per the standard Karma Pool rules, but you can only
gain another Karma Pool point at the GM's discretion (which is basically
never). I would only give out another Karma Pool point if a character had
succeeded really well in a severely death defying situation that took
awhile to get through, etc. Basically, it will almost never increase and
the players shouldn't ever expect it to. In fact, I don't tell the players
what possible causes there are for gettting extra Karma Pool dice, I just
tell them it's possible in the right circumstances, but don't ever count on
getting more.
This way, you are using Good Karma to save your ass and to improve skills,
etc. But you are also adding an element of luck in the favor of the PCs,
so they aren't completely high and dry all the time, either. Also, you
will find that PCs burn a lot of Good Karma in nasty situations, thus
making them take longer to get their skills, etc. up higher. This, IMO, is
an excellent compromise between 1st and 2nd edition rules. Second to this
suggestion, I would just eliminate Karma Pools altogether. They have a
tendency to get way out of control.
> Lady Jestyr
Justin :)