Re: Re: +1 per 10

From: Dave Camoirano <DaveCamo_at_...>
Date: Fri, 21 Mar 2003 08:56:06 -0500

On Friday, March 21, 2003, at 08:39 AM, jamesjhawkins wrote:

> > --- In hw-rules_at_yahoogroups.com, "jamesjhawkins"
> > > Taken out of context, but does anybody else think that +1 auto-
> > > augment per 10 points of ability is a little low?
> >
> > Remember that you round up, so in effect an ability of 15 gives you
> > +2.
>
> Yes but it still costs 10HP to get from +2 (15) to +3 (25).

Sure does. And you get a lot for that 10HP since (for the most part) the ability can be used for a variety of things. That Strong 17 can be used as the ability to move a large boulder or to augment someone else's attempt to move it. Or in combat. Or to help resist the push of a mighty wind. Or...

I'm sure you get the point.

Also, even though you have to spend the full 10HP to get the augment from +2 to +3, each HP spent does help your roll against the ability itself.

The +1 per 10 is not intended to completely replace the rolled augment. It's intended to be the "safe and easy" method. +1 per 8 would be safer and easier but would be more difficult to calculate in play. With +1 per 5, why ever roll for an augment?

Yes, at 20 or 10W the +1/10 is probably your best bet. Sure, you could attempt higher than a +3 at 10W and have a good chance at succeeding but why take the (relatively) high risk of losing 4 or 5? Over W2 that risk reduces enough that you probably should roll for your augment. Unless your fighting a band of trollkin.

Dave

Powered by hypermail