I don't think an adjustment is required, as you still have the risk of it not helping and there are numerous other abilities that also require hope to be spent. If this was the only use of hope I might agree, but given that it seems to have been turned into a more generic meta-currency I think the increased recovery is still needed.To those who will hose-rule Hope spending (AFTER instead of BEFORE):
Will you make other mechanical adjustments?
Seems to me Hope recovery should be lowered if you remove the risk associated with spending it before rolling the dice.
That's another reason I like the re-roll method (as opposed to additional roll). An extra die is worth, on average, 3.5. If you are re-rolling, subtract the value on the die you are re-rolling from 3.5.To those who will hose-rule Hope spending (AFTER instead of BEFORE):
Will you make other mechanical adjustments?
Seems to me Hope recovery should be lowered if you remove the risk associated with spending it before rolling the dice.
I'm going to tell my players all the major changes, explain the the pluses and minuses as I see them, and explain that we'll try them and adjust as necessary. I've always taken that approach anyway, so my players are "primed" for it. Many a time I've said something like, "I feel like this isn't working well, so I'm going to change X to Y to try it out. Here's why."To those who will hose-rule Hope spending (AFTER instead of BEFORE):
Will you make other mechanical adjustments?
Seems to me Hope recovery should be lowered if you remove the risk associated with spending it before rolling the dice.
Probably the easiest knob to turn, if Hope is made more powerful, is to make adventures a bit harder.So I don't know exactly what I'll do yet, but there will be changes. And, as you point out, I can't change one thing without changing others to try and maintain balance.
I'm going to tell my players all the major changes, explain the the pluses and minuses as I see them, and explain that we'll try them and adjust as necessary. I've always taken that approach anyway, so my players are "primed" for it. Many a time I've said something like, "I feel like this isn't working well, so I'm going to change X to Y to try it out. Here's why."To those who will hose-rule Hope spending (AFTER instead of BEFORE):
Will you make other mechanical adjustments?
Seems to me Hope recovery should be lowered if you remove the risk associated with spending it before rolling the dice.
So I don't know exactly what I'll do yet, but there will be changes. And, as you point out, I can't change one thing without changing others to try and maintain balance.
I believe a hose would count as a Useful Item, and give you +1d6 on attempts to interrogate a prisoner using the "Awe" or maybe "Persuade" skill.p.s. I just noticed I wrote "hose-rule"... bleh.
That's most often how I approach these things, yes. "Okay, we can make that rule more in your favour, but be prepared for me to turn up the pressure and surprises."Probably the easiest knob to turn, if Hope is made more powerful, is to make adventures a bit harder.So I don't know exactly what I'll do yet, but there will be changes. And, as you point out, I can't change one thing without changing others to try and maintain balance.