Re: Runes for non-theists [was: 'Three Runes']

From: Todd Gardiner <todd.gardiner_at_sT0p-5d_8yIEsAHO6nVfyxoaSYxwkKTPZcp5p9dhs9zbLqhYrWJl6S2Wq7P8O6>
Date: Mon, 21 Dec 2009 14:32:38 -0800


I am wrong. It's happened before.

Strangely, I may have the time at work to comment on threads, but they still frown on my consultation of gaming books at my desk to prevent incorrect assertions.

;-)

On Mon, Dec 21, 2009 at 2:20 PM, L C <lightcastle_at_RpdpzsbBeZ9VhGXPbj0fTK0nT2DdOUvElTXLuDTq2dJIoPsOxI6U2IVfpCkaLXxiyNOax3ZkjS_Q72DWlg.yahoo.invalid> wrote:

>
>
> Todd Gardiner wrote:
> >
> >
> >
> > > What he is saying is that the HQ2's appendix does not have a rule for
> > applying a number to these runes.
> >
> Um. Yes it does.
>
> "Each of your rune affinities is a separate ability with its own rating.
> Choose up to three affinities as part of character
> creation. Pick one to start at 17; the others start at 13. Write the
> affinity names and runes on your character sheet. An affinity is
> a magical keyword, and costs two hero points to raise."
> (p. 110 of HQ2)
>
> This is in the theism section, which is the only section saying people
> have runes, which is why one interpretation of the authors' intent is
> that only Theists have runes.
> Others have argued everyone has runes with ratings, but only Theists
> have the ability to tap them for magic. (others might get bonuses for
> some magics)
> Others have argued that maybe everyone has runes, but only Theists have
> ratings, and the other systems mostly ignore them except for where it
> might be interesting not to.
>
> Or maybe only Orlanthi have them.
>
>
> > Thus, how do you augment or roll a
> > resistance check if you don't know what the value is? Sartar: Kingdom of
> > Heroes, on the other hand, has rules for how you would set these values
> if
> > you were part of that culture.
> >
> Which gives the answer "All Sartarites (or perhaps even "Heortlings" in
> the sense of anyone using the Heort and the Second Sun rites) have runes
> with ratings" - even the ones who go on to become Animists.
>
> >
> >
> > Another example, my character has the trait of "male", but I have not
> > assigned that as an ability and the character creation rules say nothing
> > about giving this trait a number. I could always choose to make that an
> > ability of my own (although I fail to see *any *specific uses for such a
> > broadly worded trait) of course.
> >
>
> Yes. And one option is that while people HAVE runes in other cultures,
> they are like "male". You wouldn't give them a rating, but they might
> act as something that must be considered for credibility tests and
> situational modifiers.
>
> LC
>
>
>

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