>
> --- In HeroQuest-rules_at_yahoogroups.com, "Rob"
<robert_m_davis_at_h...>
> wrote:
> >>
> > Sorry, but this is silly. You can think something new up, but
if
> so
> > you have to rationalise it by pretending someone already had.
> >
>
> I think the point is that your _hero_ is not thinking something
new
> up. By definition they can't cast magic that is new to their
god.
> But they say "I remember when Issaries talked so quickly to the
> dolphins that he convinced them before they had finished taking a
> breath, so I improvise that "talk fast" feat.
>
> You know your god did it--but you don't know the details of how to
> learn it properly, to do it with full skill.
>
> You can't improvise a feat of something your god never did--your
> magic is your gods magic, you can't add to that*.
>
> *OK, barring experimental heroquesting, which technically is not
> adding to it but rather redefining what was always there, if I
> understand it properly.
>
> -Bryan
Hi Bryan
Excuse my petulant stamp of foot from my last post.
The above is a much better explanation. I have to say in practice
when in our game we improvise some new feat, we generally don't
bother to cement it. I *can* imagine that leading to Feat lists as
long as yer arm! And to be fair, when we come up with a new feat
to improvise (generally taking a -5 or -10) the narrator asks us to
justify it and we make up something fun and appropriate on the fly.
Regards
Rob