Close combat is the GOOD example, where the problem only manifests in ambushes.
Of course, things like finance or diplomacy that don't have the time limit to strongly manifest the problem MUCH worse.
>The rules (and I) don't give 2 cents for what the final
>skill is used to "attack", you could "Ambush" using Pottery, or
>Relationship, or anything else. The build-up is what's important.
I think its a good idea having rules for build-up and preparation. I was even under the impression we had all sorts of interesting rules already. I just don't think multiple augmentation is them.
Cheers David
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