Re: Ho Much Rule fiddling Is Tolerable?

From: samclau_at_A1CnC5yY7PNq65JloMUTYT8vdoA1K01j-b8udUIV91vD2OmSW89m58sj1-qphZnjb_-y
Date: Tue, 31 Jul 2007 13:36:57 -0300


> De: David Dunham <david_at_DNzX-DS_EtW1vB-6ZE4iNcNB7MSccFJgztBSk--jnjqg0V43LOK-eN7-BG5nd8wQvnyi6PBEUXILWs0.yahoo.invalid>
> Do any other groups eschew augments like this? Most keywords are
> going to provide a number of 'em, and are usually associated with a
> magic keyword that provides at least one or two more.

I squeeze them for all they're worth! I just kicked off an extended contest dragging out >20 in augments; great fun to push so many of the character's buttons.

Contest before that, I managed to drag out about -8 in "augments", managing to get my character to fail at a task because he's not good at schoolwork, is a wannabe sociopath and was sat between the two girls who most stir him up - much more fun than a straight roll.

This also allows you at times to hold back on the augments entirely as you want to see how the ability fares on its own.

I can see, especially in FTF play why one might not wish to use them, but to me they are one of the main features.

Sam.



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