Re: Ho Much Rule fiddling Is Tolerable?

From: Paul King <paul_at_v-Jyc0r6TVseyWWTVVP4ex6uWwULbMl17AdzHMfszrohD9brRTEd-VEX98Zlk9uE9s3tB_o>
Date: Fri, 20 Jul 2007 21:03:28 +0100


My thoughts on new Theist rules and how they should relate to other magic rules:

Giving Initiates feats seems OK. It increases their power a bit - but having feats as separate abilities removes the annoyance of only augmenting once per affinity.

Maybe Affinities should be augment-only abilities and improvised feats should be 13 with automatic augments from Affinities and Mythology of <God> ?

Maybe there should be a general increase in magic because this sort of rule change will make the Heortlings quite a lot more powerful.

Common Magic could do with a bit of an upgrade. Losing a few +2 augments doesn't hurt much especially if compensated for by an active magical ability or two. I'd like to see Common Magic made more consistent with the "Specialised" magic of the same sort.. As it stands Common Magic Charms are a good deal better than Traditions Charms to a Concentrated Animist. Maybe we should have some Charms with active abilities ? (Perhaps taking an action to activate ?) Or something between a Charm and a Fetish ?            

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