> The way I'm doing it in my game is to let Initiates only use
> listed feats at their full Affinity rating. Their limited
> understanding of the cult mysteries means they can only call
> on the best-known myths and magic. Devotees can improvise other
> feats (including augments) at -5. This means that initiates can
> only use obviously augmenting feats to get augments, they can't
> make up (improvise?) augments on an ad-hoc basis.
Sounds good to me!
> For me, this solves several problems :
>
> 1. Most of the time people will be rolling against their
> full Affinity rating.
>
> 2. Obviously augmenting feats aren't a useless embarrasment.
>
> 3. Devotees get more flexible use of their magic than initiates,
> who can only use rote feats. This seems more sensible than letting
> initiates be flexible and only giving devotees the rote abilities.
And also
4. People can play initiates and still have fun -- they get to use colorful feats, not bland affinities.
Ian objects:
> Every Orlanthi adult with a Wind affinity can change the weather.
They already could, in theory, by just calling on Orlanth. In practice, changing the weather is a huge area effect and thus has a big opposition.
> Every Orlanthi adult with a Movement affinity can run up cliffs or
> do a sunset leap.
Only if it's a small cliff with a resistance they can overcome.
Simon again:
> For a start I doubt every Gloranthan has their magical
> affinities as their best abilities, so we won't be seeing every
> other Sartarite leaping into the sunset any time soon in my game.
People tend to start them high, but then they don't advance quickly, because raising affinities is so expensive.
-- David Dunham <mailto:dunham_at_...> Glorantha/HW/RQ page: <http://www.pensee.com/dunham/glorantha.html> Imagination is more important than knowledge. -- Albert Einstein
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