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DFRPG / Re: What happens if you hex something designed not to work?
« on: September 15, 2010, 02:28:02 PM »
Becq, that depends on your definition of Hexing. It's purposefully undefined in the RAW beyond "causing something to fail." If you're viewing the item as a whole failing, then you're using my second definition of hexing and looking at it as a magical golf club to beat the works to submission.
But if your hex surges over poorly constructed product and causes one-way diodes to suddenly flow the opposite direction (because they chose that moment to fail) and free-flowing connectors to suddenly triple in resistance (due to poor manufacture), then it could cause an item to start functioning.
Saying that improbability-hexing a gun causes it to shoot roses isn't really what I was going for. My answer would be more that improbability-hexing a gun causes an unlikely but possible imperfection in the casting process of the firing mechanism to pick that moment to cause the gun to cease to function. Imagine it as an even smaller version of the smaller version of entropy curse.
But if your hex surges over poorly constructed product and causes one-way diodes to suddenly flow the opposite direction (because they chose that moment to fail) and free-flowing connectors to suddenly triple in resistance (due to poor manufacture), then it could cause an item to start functioning.
Saying that improbability-hexing a gun causes it to shoot roses isn't really what I was going for. My answer would be more that improbability-hexing a gun causes an unlikely but possible imperfection in the casting process of the firing mechanism to pick that moment to cause the gun to cease to function. Imagine it as an even smaller version of the smaller version of entropy curse.