> >>Better range and duration are
> >>not a significant advantage (unlike improvisation).
> >One could make sorcery spells more potent by introducing
> >reasoning that they also have an "intensify" ability. This
> >could be handled by the sorcerer using his grimoire rating
> >to add edges or augments to his spells within that grimoire.
> An interesting suggestion - but I have two issues with it.
> One is that it only partly reverses the issue. Effectively,
>even if the augment always succeeded, it would only be worth a
>fraction of the disparity. Effectively, augment improves at one fifth
>the ability, so the sorcerer would be gaining only a little more,
>hardly enough to compensate for the increased cost.
But I am _not_ compensating for the increased cost, I am compensating for _no improvisation_! Your two issues are hence irrelevant.
> Augments are an interesting, and important, game mechanic -
>but where we can avoid making them relatively routine, we should.
>Once they become routine, they become an additional dice roll with
>little narrative purpose.
I'm sorry? How else is most magic supposed to take effect in Hero Wars if augments and edges are to be avoided?
--Peter Metcalfe
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