I used it for a while and it has been blaed on me (though I'm sure someone else suggested it first).
The main/only drawback is a book-keeping one as you suggest. First, remembering the penalty and second when to "expire" it.
My present fix is to only apply a penalty if the augment fails AND either the resistance criticals or the augmenter fumbles. This seems complicated, but has the advantage that rolling a 20 (or a 1 on resistance) is a salient event when people feel something bad _should_ happen.
Having said that, I'd like a fix on augments that clarifies the existing rules and deals with obvious problem of symmetrical penalties/gains.
Other wish list for HW2:
i) mysticism fixed (tick)
ii) sorcery tweaked (grimoire cost seems too high, or is that just me?)
iii) animism (no major problem; more detail please)
General improvement of clarity and examples ... did I miss anthing?
Thom
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