I've test-built a few heroes since HQ came out, looking at how different ways of doing things work out, and I keep finding myself coming back to this approach. It seems to make a lot of sense....as someone pointed out, there isn't much sense to increasing a common magic ability unless you are going to specialize in it, but having a variety of augments is simply nice. In particular in areas that aren't in your professional or magical key words, so your abilities there may be a little skimpy. i.e. if you can only afford to have your fast-talk at 15, having a "confuse enemy" spell makes it that much more reliable.
--Bryan
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