> In einer eMail vom 11.11.03 18:53:21 (MEZ) Mitteleuropäische Zeit
schreibt
> Andy said:
> > I am also more easygoing than the
> > rules--as I read them--in terms of allowing characters to have
cool, useful
> > (active) magic. Everything-is-bonuses seems somewhat boring
>
> This is something i havent found discussed here yet.
> I have to agree, that the HQ magic as the whole bonus thing is
really quite a
> bit lame.
> When i first got into HW, the cool thing about feats and
affinities was, that
> you could really roleplay magic. Magic wasn´t big rules, just
lots of
> imagination roleplayed.
> A while ago i posted a question about the RQ spell Haste in a HQ
equivalent
> and the answer seemed to be, that the spell would be used as an
augment...the
> bonus determined by the success level of the contest (i.e. 100%,
50%, 10%, +1).
> I found that quite disappointing....
> What do the others think?
> all the best
> Christian
>
>
I like the combination actually. Some of my players are pretty
boring hangers-on from role playing propective - they are there to
socialise more than play - so for them the auto augmenting is good.
Others are very active and imaginative, and so the 'active' magic is
good.
As for me as a GM, well even after a year of playing HW/HQ I am
still learning about the game, and more importantly adjusting my
GMing style from 25 yrs of D&D etc. HQ is somewhat liberating, but I
am taking it a step at a time, to avoid pitfalls...