When you have more experience with the game, I hope that your posts will be enriched by the experience. Having actual game experience would be one of the credentials for commenting on the specifics of the rules, I would think.
> Too bad really. It's a nice effect. Though I have built on the RQ
> description a bit. So that cold iron weapons halve the effect of
> defensive magic they are attempting to pass.
>
> -Adept
Were you to think about the nature of iron and the HW system, the effect of unenchanted iron interfering with magic in a readily usable fashion. The following inference seems obvious, should a narrator wish to use it:
Simply increase all magical resistances (good and bad) by +1 per 'thing' of raw iron. Rather simple and easy to implement. The narrator will decide how much an item counts for. A sword would be a +1 but a chain shirt might be +2 or +4 or some number that the player and the narrator are comfortable with.
Hope this helps,
Jeff Kyer
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