>>a +11 raising its effect resistance to 5w1. It still isn't going to
>>stop any high power magical jumper, but it certainly makes it more
>>challenging for most folks.
>>
>>I don't see any reason you can't use this same trick in HQ, but I
>>haven't read the rules yet, so I could be wrong.
>
>That doesn't make any sense. You could maybe augment the standard
>worldly 14 with +1 or +11, but you seem to be augmenting the Tallness
>of the tower with the Tallness of the tower.
Actually the whole business gives me a headache but this makes sense to me. Any smuck with concentrated common magic gets to treat his spells, etc. as abilities so they could hypothetically have a charm called Jump Mountain that allows them to jump non-magical mountains. At least modifying the difficulty by the height makes it a bit harder to jump really tall things. There's still some gradient of difficulty with it still being easier (and doable frankly) than with a mundane ability. Means you don't have to hypothesize magical inhabitants for every hill and mountain to prevent people with low level magical abilities from jumping them. I like this.
Oliver
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