> >
> >I'm still working on an essay about feats (intending to explain why
> >feat descriptions aren't a good idea because of the amazing
> >flexibility of Hero Wars). It might be useful to present an example
> >of a magical contest (or rather a contest resolved largely with
> >feats)...
>
> Saying there shouldn't be feat descriptions is to me a fairly
> pointless exercise. There already are feat descriptions - its just
> that they are only a handful of words long, and thus appallingly
> ambiguous in many cases (but not all).
>
>From a personal note I would prefer not to have explicit feat
descriptions as I prefer the freedom to explore these things within
game based on their vague description. However, that being said as
these feats derive directly from a gods/spirits etc past acts I do
feel that some attempt should be made to expand the cults Mythic
description to give an example of the feat. This would serve two
purposes. Firstly it would allow similarily named feats to be
differentiated in effect, whilst this should not prevent alternative
uses of the feat it would allow appropriate modifiers to be applied.
Secondly this would allow players to more fully understand their
affinities and the cultural significance of their magical path.
Recently I had to try to rule on the use of Steal Breath. Is this a
way of a character gaining an extra lungful of air (gaining AP or
some such) or a way of winding his opponent (opponent loses AP) or is
it a touch only ability where the character kisses the opponent and
steals their breath (transfer AP). A simple Mythic example of
when/how this was used would simplify this for both myself and my
players. A rules based interpretation of this feat would only serve
to constrain people from exploring alternative uses for the feat.
Jarec