do others think "augment only" is a useful category to put abilities into when they are "almost always" used that way.
David is saying:
"no" because no other abilities are "magic". To paraphrase him: The reason magic abilities are treated thus is because they have no earthly parallel that we can draw on and therefore cannot be subjected to a credibility test.
so, I think David is saying "option B, Auntie LC"
I don't think he's directly answering your question though.
For myself, I see no harm in a group deciding together that a certain ability is "augment only" but to say that this method shouldn't be used for magic.... well that's a larger discussion topic.
On the subject of rule mods:
We have experimented recently with removing the "pay a HP to covert a flaw" because we can see no sense in it. Some abilities are clearly flaws under a wide group of circumstances and clearly not under equally widely defined circumstances.
If anyone's interested, perhaps this could become a new thread?
Cheers
M
From: HeroQuest-rules_at_yahoogroups.com
[mailto:HeroQuest-rules_at_yahoogroups.com] On Behalf Of L C
Sent: 05 January 2010 17:03
To: HeroQuest-rules_at_yahoogroups.com
Subject: Re: Re: Augment-only stats
I don't understand your answer.
You don't find it a useful category and so think it shouldn't be used
for magic?
It's only a useful category for Gloranthan magic, but not elsewhere?
I can't tell which you mean.
LC
David Dunham wrote:
>
>
> LC
>
> >Do others find this a useful category to put abilities into?.
>
> No, because nothing else is magic.
>
> Since we have no direct experience with how Gloranthan magic works,
> it needs to be defined. And, it is. (If we were all familiar with it,
> we could perform our own credibility tests.)
>
> Everything else in a Gloranthan game is pretty much what we're used
> to, so the game doesn't need special categories.
> --
>
Powered by hypermail