<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im"><div class="gmail_quote">On 8 November 2010 12:09, Phil Hibbs <span dir="ltr"><<a href="mailto:snarks@gmail.com" target="_blank">snarks@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex">
For my player, it was a way to<br>
use up that POW without going down the "magic user" route.<br></blockquote></div><br></div>So rather than using increasing POW to learn new spells he used it to gain more Hit Points so he would be a better fighter. Guaranteeing him that providing he was on full hit points he could always survive a crossbow quarrel right between the eyes. Or if he fell off a 10m cliff he would be ok providing he landed on his head.<br>
<br>Straw man? Perhaps. But so's saying that Hero Points mean "er god did it."<br></blockquote></div><br><div>Then again, much of "high level" play - particularly in RQ - is, in fact, about saying "god* did it"</div>
<div>*for large enough values of "god"</div><div><br></div><div>Sounds more like your issue isn't with the route of Strengthening Enchantments, but instead with high level play in general - which is fine, YGMV. But whether you use Hero Points, Strength Enchantments, or whatever, I think it's implicit in the mechanics that at a certain point, humans are just to intrinsically frail to survive what's happening.</div>
<div><br></div><div>Basically: RQ is a reality-based system. Unsurprisingly, as the situations become more and more fanciful, the system fails to perform enjoyably.</div>