Re: Magic Feats

From: Wulf Corbett <wulfc_at_...>
Date: Sun, 16 Apr 2000 22:25:20 +0100


On Sun, 16 Apr 2000 20:07:24 +0100, Tim Ellis <tim_at_...> wrote:

>>Actually this points out a problem with having no explanation for the
>>more obscure feats in Hero Wars. Tenser's Transformation has a lengthy
>>description and will rarely puzzle novices
>
>The difference being Tenser's Transformation has a lengthy description
>that will rarely puzzle novices with access to the rulebook and time to
>find and read the description. This may not be a problem if you have
>multiple copies of the rulebook, and only know one or two possible
>spells/feats - If you have a single rulebook, (which the player only has
>access to during "game time") and a dozen or more spells/feats then this
>will become more problematical.

But when else could you USE a spell except during gametime? And why should it be a problem memorising the general rules on a dozen or more spells? No-one is suggesting pages of detail on each feat, just a quick suggestion. The problem is figuring it out in the first place without any clues! And besides, whatever rules you use, you DO have only one final 'rulebook' - the Narrator, who either approves or disapproves any use of any feat, and therefore who must be there when the feat is first defined, whether it's in game time or otherwise.

Wulf

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