So I'm finally digging around in Hurt Locker, and there's a lot to like. The build-a-bear tag system for fighting styles in particular is something I think some of my players will really love.
But I'm wondering how y'all handle the costs for fighting styles using these rules. Is each maneuver a flat single experience point, or would, say, the third level technique on a combat track cost you three experience? It seems like the latter is pretty steep (and plays against the new progression pattern for 2e), but the former makes it very easy to load your character up with a wide range of high-power combat maneuvers from a particular tag.
Can anyone tell me what the default rule is, and does anyone have thoughts on how to find balance between those two extremes? Maybe limiting players to only five techniques per tag?
But I'm wondering how y'all handle the costs for fighting styles using these rules. Is each maneuver a flat single experience point, or would, say, the third level technique on a combat track cost you three experience? It seems like the latter is pretty steep (and plays against the new progression pattern for 2e), but the former makes it very easy to load your character up with a wide range of high-power combat maneuvers from a particular tag.
Can anyone tell me what the default rule is, and does anyone have thoughts on how to find balance between those two extremes? Maybe limiting players to only five techniques per tag?
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