Elfcrusher wrote:How is scaling down the encounters any different/better than scaling up the character?
Because this character can still join a company later and not suddenly find the world changed or himself inexplicably superior to his fellows.
(Because, after all, the player isn't choosing the challenges as much as the LM is presenting them.)
Depends on how you play. Not every group relies on the referee telling them what adventures to go on. However, whether you frame it as the hero choosing an adventure or the Loremaster choosing it for them, my point is the same.
Either way you're adjusting the game as written to fit the circumstances.
You're not changing the game if you go on less-deadly adventures. You're just going on less-deadly adventures. You ARE changing the game if you give a lone player extra Hope because you want him to succeed more often that he would if he were backed up by companions.
I think you're viewing the published adventures as The Game as it must be played. This is not the case. There are other adventures to be had in Middle-earth, and some of them are suitable for a lone adventurer. I hear Gandalf's looking for a Ranger to track down a strange creature that escaped from the elves of Mirkwood...
And I would argue that increasing the Hope pool is better than reducing the challenges because spending Hope is really intrinsic to the gameplay, whether it's done personally or by somebody else at the table. So if the Fellowship can only spend a single point per session (because it's a Fellowship of One) then that player is experiencing a lesser game, imo.
And *I* would argue that RATIONING your Hope is intrinsic to the game, not spending it. Making the tough decision to use up Hope that isn't easily replaced is more interesting than casually spending it because it's near the end of the session and the fellowship pool hasn't been touched yet.
If having plenty of Hope to spend all the time were intrinsic to the game, Rangers wouldn't have the game mechanics they do. In fact, Rangers have already given us the rule as I have described it: even when in a company, they cannot draw strength from its fellowship. And they don't start with much Hope either. Spending Hope is intrinsic? I think not.
I probably wouldn't even include a fellowship pool of 1 point, because there's no FELLOWSHIP involved.
If the Loremaster REALLY wants to grant the hero extra Hope, let him do it as a reward for good play; e.g., the magic of Radagast in
Words of the Wise. Now you've given the hero a little extra Hope without having to change a single blasted rule, you softie you.