Editing Talk:MTH:Character

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Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi
 
Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi
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A lot of edits seem to be made with the idea in mind of allowing more verve recovery. I would ask players to try running games more often if they think this is a good idea. The entire purpose of introducing a fuel stat is to limit the use of powers and ad an element of risk management. If players want that aspect removed, it might be better to simply let more of the powers operate without verve.
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1/5/14 - A previous edit contained additional bonuses to health and exp granted per power level. Health limits are useful for storytellers so that action level doesn't eclipse drama level (as per the notes given in the Storytelling section of Exalted), so this was removed.  
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Likewise, adding exp at higher levels is contradictory to having the exp costs increase fore each level of the power level stat. Why make it cost more exp *and* make it easier to get exp? Similarly, having the requirement that the character defeat other superhumans is a gamist concept and doesn't fit in narrativist games. A character should never be required to enguage in conflict to progress.  
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That being said, nothing says a group could not play More Than Human as a gamist game, but that would be more appropriate as a set of optional rules.

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