Re: Improvised Feats

From: JEFFREY KYER <jeff.kyer_at_...>
Date: Fri, 19 Jan 2001 14:32:43 -0000

> [Initiates]
> > Orlanth assists them in whatever manner he can at that time, and
> >it's up to the narrator to decide how. And it is always a type of
> >help that is appropriate to the deity. A wind, a squall, an alynx
> >happenign by, a bonus to their sword and spear, whatever.
>
> So the affinities are a still good guide for the narrator as to what
> help you god can give, but the initiate here is just saying 'Help!'

Greg's home game differs significantly from the standard HW in several ways -- how Initiates get magic being a major one.

> > An initiate can certainly ask for somethig that is specific
> >like, "Orlanth, give me a big wind here," or "Orlanth, help me run
> >across the mud here."
> >But he gets an Improvisational Modifier (and not the wimpy -3, but
> >at least -5 and often more) because he is being specific, which is
> >the same as asking for a Feat.
>
> Is this change implying that an initiate character has no ability
> rating in the affinity? For example Orlanth Adventurous initiates
now
> no longer have an ability in affinities of Combat, Movement and
Magic
> that they can raise with HP, but an Initiate of Orlanth ability
> (which they could raise with HP up to the 10W2 max).
>
> Ian

The 'change' is, Greg's house rule for his game. And yes, Initiates have a lot less control of their own magic under it.

Jeff

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