> On Tue, 15 Aug 2000 19:47:24 -0000, "Thomas Bagwell"
> <tnbagwell_at_m...> wrote:
>
> >But, no. I don't oppose the detail being there, since as you say,
> >I'm always free to ignore it. It does lead to additional work for
> >me, in that anyone new to my game who knows Hero Wars will be
> >assuming the feats work certain ways which may or may not match
> >how I want them to work. If the feats are not detailed, then they
> >come into the game -knowing- that they have to learn how I
> >interpret the feats.
>
> Knowing, in other words, that they, and so their characters, cannot
> predict with any accuracy, how magic their characters may have been
> using for years actually works. It's fine in game terms, but in
> world terms it's nonsense that characters don't understand how
> known magic works well in advance of using it.
Not at all. If someone were to bring an existing character into my
campaign, I would sit down with the player and we would have a
discussing about the character, his history and abilities. This
would be the case in any system. Then we would discuss the feats and
agree on how they are understood to work. At that point,
the "...character understands exactly how known magic works well in
advance of using it."
It's no different than adjusting to a new set of houserules.
Tom B.