I do think there's a point at which large numbers of augments can slow things down, but I'm not sure where one could draw the line.
My way around this, which I've posted before, is to only allow one ability
to give a bonus, but for multiple attempts to be made to roll for this. The
best rolled augment is then used. This allows for a number of tactics from the
players (a low, safe bonus from a good ability, a high risk roll for a high
ability to be recovered by a later less good ability) and some laughs as
players "search thorugh their ability list" to find an ability to use after they
have fumbled ther fourth attempt at a +4. The advantage of magic is that if it
fails it only gives a negative bonus to that particular feat. I allow a best
"bonus" a best "offensive edge" and a best "defensive edge". I still use
edges for armour and equipment, being an extremely rare HW grognard (and also
because of various other house rules.)
Keith
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