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Originally Posted by DAT
If you limit the character point pool size available for buying success (say 5 points), and use 2-1/1-2 progression, you control things pretty tight.
To tighten it further, have a limited recharge. Players can only recharge one point in the pool (used in play to buy success/non-failure) per session...
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I like it. It gives the PCs more freedom than Harald's suggestion - I do think PCs should have the option of taking an improbable shot when they're in a jam and having it come through - but it prevents people from going crazy. At best, they get 2 critical successes in a session, and another in the session after that, and then they're vulnerable for 2 sessions.