Per Greg's comments at GloranthaCon and my own reading of the GTA draft, theist magic is little changed (from Thunder Rebels, which was itself something of a change from Hero Wars).
The basic concepts of the game are the same, but it's a lot better presented. And lots of specific rules are tweaked (for example, there's a revised Extended Contest matrix which doesn't have the "drunken masters" problem).
The biggest problem is that learning HQ in the first place would be so much easier than learning HW...
>Can I assume that if we use theism as presented there we'll be HQ
>speed already?
Pretty close. (Especially if you don't have devotees -- and that's not because devotees have changed but because there's a new way to bridge the gap between initiates and devotees.)
The only thing you'd miss out on is Common Magic, which is briefly explained in Imperial Lunar Handbook. For most people, it's a source of augments. You have a Common Magic keyword and can pick 5 abilities under it (plus more if you explicitly include them in your character).
-- David Dunham 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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