Re: Animist power

From: Donald R. Oddy <donald_at_grove.demon.co.uk>
Date: Wed, 30 Mar 2005 21:25:45 GMT


In message <Pine.GSO.4.58.0503301549000.28767_at_paju.oulu.fi> Mikko Rintasaari writes:

>Except that you defend against magic with your strongest magical ability,
>surely. And the animist (by the book) _won't_ have several spirits at 1w3,
>he will have several spirits at 10w1(!), and those are at the top-end, at
>least for most traditions.

Just looking at the sample resistances (HQ page 274) a clan shaman is given as 20w2 to 20w3. Now that is probably based on something like Spirit World Travel or Shamanic Escape rather than a particular spirit as those are the abilities which they need at high levels. I'm not sure where you get a maximum of 10w1 from - a disease spirit ranges from 2 to 5w2 and a wildfire spirit is 10w3 to 10w5 (same page). A powerful shaman is going to have a *lot* of spirits - each of those bones on his necklace holds one to start with.

>I'm not sure I'm right here, but you people are side stepping the issue.
>Either the animists (by the book) have as much punch as the rest, or they
>don't.

I just don't see why it's such a big issue. There's no way anything as complex as HQ can be accurately balanced between different types of character. If a player is trying to create the most powerful magic user in Glorantha then perhaps it's relevant but I don't think HQ plays very well at that sort of game.

>It still looks to me like the animist get's quite versatile powers at
>reasonable "prices", but that mostly he doesn't get the raw punch at
>higher levels that theists and wizards get.

-- 
Donald Oddy
http://www.grove.demon.co.uk/


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End of Glorantha Digest, Vol 11, Issue 86
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