Re: Leaping over trees

From: Philippe Krait <philippe.krait_at_...-csf.com>
Date: Thu, 29 Jun 2000 12:50:31 +0100


> From: Mikael Raaterova <ginijji_at_...>
>
> Whether or not you can successfully leap over a tree is a matter of
> relative ratings, not whether the ability used is magical or not. If
> a certain tree is 'tall' 17w and you have 'leap' 17ww, magical or
> otherwise, you stand a very good chance of leaping over the tree. If
> you have 'leap' 17, magical or otherwise, your chances are slim
> indeed.
>
> Just because an ability tag includes a result (like 'leap over trees'
> or 'kill at a clance') doesn't mean that you can automatically use
> the power inherent in the ability; that's a matter of your rating -
> your capacity to utilize the ability.

On the other hand, although it doesn't make it automatic, I would apply a greater negative improvisational modifier to somebody having just the "Leap" ability than to somebody having the "Leap over Tree" ability for leaping over a tree (beacuse the magic is directed towards tree and "vertical jump), whereas it would possibly be the reverse for jumping over a chasm (horizontal jump over water).

> Magical abilities aren't superior to similar mundane abilities; the
> 'magic' of magical abilities is that they can allow you to attempt
> actions that are inhuman: flying, casting lightning spears, igniting
> fires without flint or tinder.

This is, IMHO, compensated by the fact that they usually take more words to decribed (I am thinking of starting characters here). Also, I think they also reward players who are more imaginative in their description by allowing them to do inhuman feats.

"Magic" abilities are usually much more specialised as well, and thus the different improvisational modifiers.

> A magical ability like 'Run as the wind' doesn't allow you to run
> intrinsically faster than the mundane ability of 'Run fast'. Whether
> you run faster or not is a matter of ability rating. The magic of
> 'Run as the wind' is that with that ability you can, say, run over
> water (the wind doesn't stop when it comes to a river, does it?),
> which you can't do with 'Run fast'.

Which is normal, as "Run Fast" is two words whereas "Run as the wind" is four words. More specialised (would you allow "Run as the wind" to be used without improvisational modifier in a closed room with stale air (good prison for wind lord, by the way) ?), potentially more powerful, costs more.

> From: "Charles Corrigan" <glorantha_at_...>
>
> I completely agree with the effects of what Mikael wrote but disagree
> on the philosophy.
>
> My view of Glorantha is that _everything_ has a mythical/magical
> explanation, including all of those things that we in the RW see as
> "mundane" or "normal". A Gloranthan that obtains 3 plus masteries in
> a mundane ability (say Close Combat) can, in effect, do magical
> things with that ability and with 4 plus masteries _may_ be
> worshipped by others so they may partake in this magic.

I personally think that this is selling magic very cheaply. Somebody could be an incredible fencer and another have a Humakti blessing. By saying that both of them are necessarily equal (both due to "magic"), you cheapen magic and make it uniform overall.

While I agree that there is a lot of magic in Glorantha, _everything_ is not magic and personnal skill is also taken into account. It's when both are present that the best results are obtained.

And, as for worshipping and getting results, a few things can be taken into account as well : simple physical training by the cult (which all fighting cults provide anyway) coupled with the fact that the hero has probably interacted with the myth and thus provides you with magical abilities for emulating his physical prowess. But this, to me, does not mean that his personal prowess had to be magical.

Philippe

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