>This rule is intended for magic stacking before a contest begins - "If he has warning of a contest..." Normally you can only claim your "First Magic" at the start of a contest. Note that the Stacking magic section is a subsection of First Magic.
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A related problem that came up in my game last night involved "mundane"
abilities. My players abide by the three magical augments rule
faithfully, but layer on the mundane augments like crazy. "So, I am
Strong, have a Hatred for the enemy, am Loyal to House (improvised),
Determined (improvised) ..." Between the magic and mundane augments it
is not uncommon for them to have six augments going. Mundane abilities
are not subject to First Magic, either. If you are Strong, Hate the
enemy, and are Loyal and Determined then you pretty much just get the
benefit without having to prepare. In Hero Wars you couldn't augment
with more than one mundane ability, but HeroQuest doesn't seem to have
this limitation. It is one area where mundane abilities have an
advantage over magic. (except Blessings, which are always on)
Now this isn't such a terrible problem - I adjust the villains as needed. My problem is that the story comes to a screeching halt while they scour their character sheets looking for another +1 augment. I may need to become a bit more discriminating about what abilities I allow as "always on" auto-augments.
>The SWAT Team are augmenting *during* a contest, so can throw as much magic as they want on their guy (with the proviso that each magical ability (Affinity, etc) is only used once). Basically, they are trading their chance to hit the opponent for the possibly useless action of augmenting their buddy. Meanwhile, they are getting whittled down by Big Bad.
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This is an excellent point! Our SWAT team contests usually involve a
crowd of heroes augmenting their champion with everything they have,
magical and mundane, before the contest begins. Prep time lasts fifteen
minutes for a five minute contest. This raises tedium to the level of
Olympic sport. <laugh>
~Kevin McD
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