This is the first draft. It moves to a learning by experience model, that makes failure valuable, and so dissuades players from buying their way out of trouble with hero points. It also uses flaws to generate hero points.
Lots of interesting consequences, particularly that advancement slows if you use abilities that are significantly greater than your opponent the whole time, particularly once you have a mastery and they don't.
I like the way this works, as it encourages the use of more skills as hero point generators.
This is the first draft. It moves to a learning by experience model, that makes failure valuable, and so dissuades players from buying their way out of trouble with hero points. It also uses flaws to generate hero points.
Lots of interesting consequences, particularly that advancement slows if you use abilities that are significantly greater than your opponent the whole time, particularly once you have a mastery and they don't.
I like the way this works, as it encourages the use of more skills as hero point generators.