Re: Re: Magical Augments - A little extreme?

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Thu, 11 Apr 2002 12:11:16 -0700

> >At these levels the magic is becoming more important than the mundane
> >skill, given the number of HP spent (or heroquests performed) to have
> >access to that magic I don't happen to think that this is unbalancing.
>
> The problem is that the result is out of line from the number
> of HPs spent - in particular, it depends as much as rounds of
> preparation.
> I want the value of an ability to be based on the level of an
> ability. Is that so shocking?

Okay, I know I said I was through, but that was with Ambushing (backpedaling and spin-doctoring furiously).

I think this is the crux of your (David) complaint, yes? That perceived value should equate to amount of HP put into the ability?

My answer is that the "value" of an ability depends on circumstances and the player's imagination. The "Value" of all Humakti affinities and abilities put together closely approaches zero when the conflict of the scene revolves around Love or Fertility. It is useful as a bargaining chip in Diplomacy, but certainly not at "full value". In Close Combat it is at it's full effectiveness. Likewise, the "Value" of a Minlister Brewer's affinities & abilities approaches zero in close combat, but gain full value in making beer (or other drinks). It has some usefulness in finance and diplomacy, and possible value in romance. Etc, Etc, Etc.

Every character has a combination of abilities that make him strong (or even "nearly unbeatable") in some circumstances, while leaving him weak in others. Humakt is a super-specialist in combat, and his followers are well-feared death machines. But they are useless or worse in many situations - don't have one around a pregnant or birthing mother!

Allowing multiple augments from the same affinity doesn't "cheapen" other player's HP expenditure, as they have the same opportunities in their HP spending. It doesn't even cheapen the value of other skills to the same character. A person that puts all points into one affinity will have serious deficiencies in other affinities and/or abilities, and when the time comes that a character's "Honor" affinity is more important than his "Kill Everything Dead Dead Dead" affinity, he'll have difficulty performing his religious duties.

Allowing multiple augments is just part of the "Yes But" mentality that I try to encourage. Using multiple "Sword Combat" feats means diddly when you are targeted with offensive magic, ranged combat, or the smile of the heroine's "Entrance Male 18w4" augmented by "Magically Beautiful 7w3" and "Friendly 13w3". Sure, you may have 120 AP, but when she hits you with her smile and you don't have anything better than the "Default 6" to defend with, you can kiss them goodby in a turn or two.

RR

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