Re: latest Q&A on Glorantha.com site

From: Kevin P. McDonald <paul_mcdonald_at_...>
Date: Wed, 15 Jan 2003 15:08:50 -0500


Wulf writes:

>personally I just never liked those rules. They jar badly with my idea
>of feats. Feats are, after all, supposed to be the re-enactment of
>your deity's actions. How do you 'delayed action' Leap Over Water, or
>Run Across Treetops? You do it by... doing it. Now, of course,
>Swordhelp and the like sound and act more like the old simple Spirit
>magics, but they SHOULD work according to the same rules.
>

I agree, for the most part. In fact, as I previously wrote, I usually play feats as actions. Thus IMG Leap Over Water would be played out as an auto-augmented mundane skill (leap, jump, etc) with no need to take an unrelated action beforehand unless the player wants to roll for a higher benefit. If the player doesn't have a suitable ability that is higher than his rating in the feat, then I just use the feat as the primary ability in the contest.

Where the prepared magic comes in on something like Leap Over Water is through rituals. The hero makes a sacrifice to his god, re-enacts the myth that allowed the god to Leap Over Water, etc. Then the "brownie points" he has stored up with the deity are what is activated when the feat is performed. That seems suitably "mythic" to me.

Naturally, I have less trouble justifying the prepared feats like Swordhelp that don't necessarily imply an action.

One reason I use the Delayed Magic rules is that, since my game is set in Carmania, we have a number of sorcerers as PCs and followers. I believe that the sorcerers NEED the Prepared Magic rules to be effective. Rather than declare the rules off limits to my theistic players I just apply them to everyone equally. YGWV

~Kevin

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