> In the case of "Land Safely" on the sample resistances on page
> 119 main book it states that jumping down safely from a small
> tree or rooftop should have a resistance of 1w to 20w, now should
> I just use that as my guideline or are those numbers meant for
> someone who is simply using a standard leaping ability and assume
> magical "feat" should be easier.
Just off the top of my head, I'd say you should maybe use your magical leaping feat to augment your mundane leaping ability (or vice versa), and thus (hope to) have a better chance of landing safely when you use *both*, than you would with a purely mundane or purely magical leap. A magical feat combined with a mundane ability is perhaps your best bet.
HW doesn't ever say "anything magical is better than anything mundane" -- and this explains why so many magical keywords have overlapping abilities and feats. This also helps explain the answer to your other question -- a Paralysing Bite or Deadly Spear Throw (etc.) are no more dangerous in themselves than any other way of killing, maiming, folding, spindling or mutilating your opponents. They can augment other actions you're carrying out mundanely (e.g. fight in close combat, augment with your Paralysing Bite, and describe the results with chilling relish...), but they aren't in themselves "better than" mundane abilities.
NB: it still seems wrong to me that augments and edges go:
Critical 2x success Success 1x success Failure 1x penalty Fumble 2x penalty
I think it would be more reasonable to have Failure be no effect, and Fumble be a 1x penalty. ISTM the Gloranthan Gods are not such a vindictive lot that their response to many calls for help is to penalise their worshippers. Skewing the odds this way would make for more sensible use of augmentations. I could be wrong, though.
Cheers, Nick
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