>Yes and no: the basic rules are, indeed, as was, but the Hero's Book
>is designed to be compatible with the revised HW rules, rather than
>obsolete as soon as HW2 emerges. This is actually a reason for the
>delay, awaiting the resolution of a couple of outstanding rules
>issues. That said, the HB will only cover theist magic, and the key
>areas for substantial revision are the animism and mysticism rules.
>Both of which look as if they are going to be *much* better - the
>mysticism ideas Greg's working on them should suddently make mystics
>not just viable but really fun heroes.
Good. Mysticism always looked near-unplayable. I've no run animists yet,
but the current rules look playable (but need fleshing out).
Sorcery still remains a bit of a puzzle to me. The hero point cost doesn't
seem to reflect the costs and benefits relative to theism.
Thom