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> On Fri, 12 Apr 2002 13:23:28 -0000, "moonbroth"
> <Nick@zNwM1FZoNY-uVC5CvDOy-PihSDUh0gvzXBtAYW2IyKnxMVLQREI_gsfw1CpJ5Bh9XyK2mm1h3Q.yahoo.invalid>
> wrote:
>
>
>
> >Allowing unrestricted augments from a single high-rated
> affinity
>
> >breaks this paradigm. It allows any moderately powerful
> character
>
> >(with a sufficiently motivated player) to *believe* that he
> should be
>
> >able to escalate his abilities exponentially (or indeed
> "obscenely,"
>
> >to use one experienced Hero Wars player's term for this).
>
>
>
> Another take on this is that it becomes immensely difficult to design
>
> balanced opposition in a scenario when the players can change their
>
> relevant ability ratings by a mastery or more, given only the benefit
>
> of time.
>
>
>
> This has not happened to me yet, but I was worried how easily I could
>
> improve my OWN character by a full mastery with Augments.
>
>
As I stated before, my preferred way of using affinities and feats are to use affinities for augments and feats for "special moves". Doing things this way, my games don't get these problems with player characters "powering up" to monsterous levels. Of course, some feats are obviously designed to give you an augmentation, such as [Weapon] Help, but I cannot see how a narrator could allow a player character to use all feats in an affinity to only provide bonuses, such that a player character could raise his skill by a mastery or more. Many of the feats, if you use them to augment, obviously are more inclined to give you an edge, and there are some feats, such as Deep Cut, that I won't allow to give a bonus.
While it is very interesting to see other peoples takes on the Hero Wars rules, I get the feeling that this discussion is starting to go around in circles. I think it might be a good idea for everyone to go back and re-read some of the rules, and the descriptions of the various feats and affinites. Look at them, and do the first thing with them that comes to mind. I guarantee that you will get a nice 50/50 split between bonus and edge augments. Hey presto: a balanced game.
Terry
>
> Wulf
>
> </tt>
>
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Received on Fri 12 Apr 2002 - 08:13:38 EEST
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