For a start the text of HW wasn't quite finished, such that there was still evidence of a previous version of the game where there was a distinction between skills that could be used only for augments and those that could be used as both skills and augments. This distinction remained as a part of the magic system, based on what level you were in a cult.
Augments were presented as a part of the extended contest rules and were not very well defined, provoking a lot of discussion on-line. The on-line community very quickly drifted augments and they became more flexible, were used in simple contests and often used in pairs, with a physical and a non-physical augment often advocated. The biggest change got placed into the early supplements, the idea of automatic augments. something I believe was a very bad precedent even though it seemed like a time saver at the beginning.
It seems to me they have always been problomatic, with problems rooting back to the play test. I have never been a fan of anything being treated as augment only, and I don't like the way they can lead to prejudicing the narration of a conflict before you even roll.
I prefer augments as presented in HQ2 but not as presented in the magic system or in the Sartar Book.
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