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<blockquote data-quote="Turanil" data-source="post: 6235966" data-attributes="member: 9646"><p><strong>FH&W update</strong></p><p></p><p>I just uploaded version 1.2 after having fixed a few errors and a couple of typos. I also toned down the Agent of Chaos/Law class, and the Psionic Blast ability, as was requested in another thread (i.e. on RPG.net). And I removed a line about winged folks' flying maneuverability, since aerial combat and flying rules are not detailed in FH&W (I thought it wouldn't be useful, and didn't know how treat it well and simple). </p><p></p><p>-> So, now it's told that Agent of Chaos/Law gets access to a limited spell list as determined by the GM, with a suggestion of 4 divine spheres for Chaos agents, and 4 others for Law agents. Since it's determined by the GM, he could still give all Black Magic spells access to Agents of Chaos if he wishes (e.g. in cases one would play Elric in this game). I will add that since spells are granted by a deity, and this is determined for each character, the GM could augment or reduce the spell repertoire as the PC gains levels, and from a gamist perspective, appears too weak or too powerful. I like the game being flexible. Reason for which Talents are optional, and the 30 proposed being only suggestions (I will say again that if GMs and players miss the lack of additional attacks per round for fighters, they may become a talent of their own. The first one would be: get an additional attack every two rounds; and if taken a second time it becomes 2 attacks per round; etc.).</p><p></p><p>-> Regarding Psionic Blast, it's now simpler: a Charisma save negates, and there is no special case regarding the save on a natural 1. I looked at all earlier Psionic Blasts (from 1e to 3e), and it was always done different. So FH&W version is still different, but looks like an average compared to those from 1e to 3e.</p></blockquote><p></p>
[QUOTE="Turanil, post: 6235966, member: 9646"] [b]FH&W update[/b] I just uploaded version 1.2 after having fixed a few errors and a couple of typos. I also toned down the Agent of Chaos/Law class, and the Psionic Blast ability, as was requested in another thread (i.e. on RPG.net). And I removed a line about winged folks' flying maneuverability, since aerial combat and flying rules are not detailed in FH&W (I thought it wouldn't be useful, and didn't know how treat it well and simple). -> So, now it's told that Agent of Chaos/Law gets access to a limited spell list as determined by the GM, with a suggestion of 4 divine spheres for Chaos agents, and 4 others for Law agents. Since it's determined by the GM, he could still give all Black Magic spells access to Agents of Chaos if he wishes (e.g. in cases one would play Elric in this game). I will add that since spells are granted by a deity, and this is determined for each character, the GM could augment or reduce the spell repertoire as the PC gains levels, and from a gamist perspective, appears too weak or too powerful. I like the game being flexible. Reason for which Talents are optional, and the 30 proposed being only suggestions (I will say again that if GMs and players miss the lack of additional attacks per round for fighters, they may become a talent of their own. The first one would be: get an additional attack every two rounds; and if taken a second time it becomes 2 attacks per round; etc.). -> Regarding Psionic Blast, it's now simpler: a Charisma save negates, and there is no special case regarding the save on a natural 1. I looked at all earlier Psionic Blasts (from 1e to 3e), and it was always done different. So FH&W version is still different, but looks like an average compared to those from 1e to 3e. [/QUOTE]
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