Re: Shameful confusion about Fetish/Spirit Ally rules
- In HeroQuest-rules_at_yahoogroups.com, "Mike Holmes"
> > > So, it appears that someone with say, 9W2 Lance Combat and a
> > > spirit ally knowing Lance
> > > of Flame 12W gets to be Flaming Lance Combat 1W4 _all_the_time_.
> >Which does sound like quite a lot. But then those are very high
> >and both combat-related.......
> I have characters with higher level abiliities in my game. Given
> stated for spirits, these are not outrageous, really, in terms of
> said to exist. That said, I agree with Jane that if you think it's
> powerful, that you can limit it by simply making the available
> abilities lower. Players may find this artificial, but...
Notice that the abilities ranges given for the standard practice
spirits are pretty modest.
Another limitation is to follow the informal rule, hinted at in the
example, that for special spirits, one out of three abilities will
be....challenging. That is one of the powers of the spirit ally in
many cases will be a personality trait, and it will be AT LEAST as
high as the other abilities. It is always augmenting you, and you
have a friendship with this thing, so you are going to have to cope
with its attitudes. So the more powerful an ally you obtain, the
more troublesome it may be to have it as an ally. Which is great
from a story perspective, but does make powerful allies not an
Finally, although spirits may be able to get more juice out of
limited ratings compared to other kinds of magic, that low rating is
still all that is there when they need an applicable magical defense.
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