Well, we don't have any real general rule for anti-magic in Glorantha - whose to say the rules as written don't mimic the way the anti-magic of unenchanted iron works? The anti-magic of truestone and adamant affects existing magic, true - but that is a far more powerful effect than the reduction in cast chance of unenchanted iron. Anti-magic spells like countermagic, on the other hand, are strictly divided between those that affect existing spells and those that stop new spells - suggesting the division is a real one, which suggests that it is certainly possible that unenchanted iron works only one way.
Anyway, the fireblade example was bad because it was a bad rule,
not because exploiting it was necessarily something that your players
shouldn't do. Which is why they changed it for RQ3. So, Peter, suggest
rules changes!
(personally, I think its a reasonable explanation - because it means that
unenchanted iron armour is viable, alleviating the requirement for enormous
POW sacrifice for iron armour. And yes, I like the POW sacrifice mechanic -
I think making Iron enchanted is a process (a sort of magical tempering)
that should be permanent, I dislike enchanting iron becoming another spell
like mechanic).
Cheers
David
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