That's very different to the impression I got from the initial post. Are your PCs' weapons skills and common skills also sufficiently developed?Streicher wrote:The characters have 3 valour + 3 wisdom average, so they are not complete newbies.
That's fine. The game balances the acquisition of APs in this regard quite well.Streicher wrote:Our gameplay is pretty narrative, I ask for rolls only in situations where the outcome really has an impact. Some standard actions are also solved via traits only.
My players nearly always spend Hope to acquire successes in skill tests - they like to get as much information as possible.Streicher wrote:We just had two sessions with no combat, but various encounters (the folk-moot at Rhosgobel). At the end of each session, the players still had 1-2 points left in the fellowship pool. We had some extraordinary rolls, and also situations where the characters were fine with a fail. In the latter cases, I reminded them of the chance to get more information/impact by using hope, but if they don't want to, it's fine.
It does depend on the gaming group. Like I said above, my players do spend Hope on non-combat tests because they enjoy the further information that is often gleaned from successfully passing a skill check. Combat is always going to be an obvious area to spend Hope though as it's almost always very clear what is at stake, often the lives of the PCs, so the choice between success and failure is a stark one. I don't run a lot of combat in my adventures though so the drain on Hope, so to speak, in this regard isn't as constant as it may be in other more action-oriented campaigns; assuming LMs do run such campaigns - I'm not sure as I've not seen much evidence of them.Streicher wrote:I have the impression that only combat really draws a more significant amount of hope. Maybe I should also make the encounters more dramatic ... And as you suggested: Developing special challenges that can only be solved by using hope also seem to be a good idea.