Re: Initiates using feats.
- In HeroQuest-rules_at_yahoogroups.com, "Jane Williams"
> > > (sigh) why do people have this thing about
> > misquoting/misinterpreting
> > > me? Where did I say OWN cult's feats? We're talking about
> > the feats of
> > > OTHER subcults, remember? Which you CAN, specifically, learn
> > > stand-alone. At 13.
> Also that the one-feat gain is narrow, whereas the affinity is
> Affiniites can be (and are) applied to a wide range of situations -
> feat learnt by rote can be used to one specific situation only. So,
> having the (alien) feat at a skill level a point higher than general
> feats improvised with greater understanding is perhaps not
> I'm still trying to sort out why you can't learn your "own" feats
> standalone, but I think it's to do with that "learn by rote" idea.
> says "oi! You do that *properly*, or not at all! Mess about with
> people's stuff at a trivial level if you must, but *my* feats you
> understand or leave alone."
Possibly the whole problem here is how you are looking at 'stand alone
feats'. To me a 'stand alone feat' is merely a hidden taking of the
affinity with conentration on the feat.
Thus taking "Stand Alone Feat A" is similar to having +1 in a feat of
an affinity you know. If you were to later take the whole Affinity
then the feat would convert to a +1 within the affinity.
BAsically ALL feats exist within affinities, you cant avoid the
affinity it merely remains hidden and unavailable.
Eg a normal write up might be
Combat Affinity 17
Spear Help +3 (20)
A stand alone feat would appear as
Run like the wind 13.
If at some later stage the character took MOvement as an affinity
(assuming they can) then it would convert to
Run like the wind +1
Because it is part of an affinity the normal rules for initiates apply
and ALL FEATS and affinities are at -5/-10.
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