- In hw-rules_at_egroups.com, "Roderick and Ellen Robertson"
<rjremr_at_s...> wrote:
> There have been many shifts in emphasis between RQ and HW, one is
> the de-emphasizing of combat (physical or magical) as "how to
> get your way". RQ borrowed much from D&D for "roleplaying", where
> the rules were written with an eye towards combat rather than
> "peaceful resolution" (take a look at the space dedicated to
> hurting things and that for other skills). With HW we have tried to
> one down the "Violence is always an option" and tried more for
> "there is always another way". Part of that is removing a lot
> of "offensive magic" from the cults.
>
Oh, I quite agree, and I never said it was a bad thing...
>
> > 2) Learn a Combat Feat as a one off feat from a Hero-Cult
>
> Issaries does have a bit more adventuresome subcults, but LM
> doesn't. (more to be revealed in Storm Tribe...)
>
Alright, Alright I'm already waiting for it, you don't have to rub it
in!