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> I can see no justification for curses being part of the Magic Realm. I'm of the opposite bent. I see no reason why it cannot be part of the magical realm. Curses are seen in all sorts of mythology not related to Christianity (Divine/Infernal) or necessarily Faerie. There's a weird line about what older religions constitute Faeire and which constitute Magic, but there really is nothing excluding magic from giving hexes. Now, given your comment on a Faerie source of Hexes, I will agree that it doesn't fit in well with HERMETIC magic, but then most of the supernatural virtues/skills (which I think this is) don't either. > Finally, a reading of the Maladiction flaws suggest two kinds of curses, lesser > and greater, which would make it difficult to make a consistent mechanic for > a single Hex virtue. Any ideas for implimenting the Hex virtue to take into > accounts the two types of Maladiction in 5th ed? Comparing all of the +2 virtues that were carried over to 5th ed. between the two editions (well, Enchanting Music and Skinchanger), you'll notice that they were all made minor supernatural virtues. This is also true of all of the +2 general virtues that were not made into story flaws. For now then just port hex over as a minor supernatural virtue. Use the rules as in 4th ed, or at least us them as a base and tweak as you see fit. There's no need to base it on malediction effects. Just as a master who trained an apprentice with a score of less than 5 in the art is only one source of the former apprentice getting the hermetic (art) defeciency, so to would a hex be A source of a malediction. Hex does not, however, need to be able to incur any manner of malediction described under the two flaws. Hex has it's limits, as do other methods of imposing a malediction. Edited 1/5/2005 2:42 am ET by FujiYakumo Edited 1/5/2005 1:29 pm ET by FujiYakumo Edited 1/5/2005 1:29 pm ET by FujiYakumo
Edited 1/5/2005 5:07 pm ET by FujiYakumo
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