Re: HQ Common Magic question

From: Jeff <jakyer_at_...>
Date: Mon, 05 May 2003 20:38:35 -0000

> So, common magic. Characters start with 5 common magic abilities.
They
> can be feats, talents, charms, etc. As a power gamer, I will of
course
> choose to make all 5 of them feats, so I can continue to use them
once
> I've concentrated my magic as theistic magic. Unfortunately, I
would
> expect most players to do the same. Just call everything the type
that
> matches what you may or will concentrate in.

This is quite likely. I don't see it as a problem actually - many players many not concentrate just so they CAN have the flexible magics.

> So, two questions/comments:
>
> 1. Why use this process? Many characters will not be affected by
> concentration anyway, so wouldn't it be easier to eliminate this?

Not everyone uses concentrated magics. Particularly those who use 'folk magic' which really isn't all that well organized. Certain religions (such as those which are Misapplied) cannot concentrate their magic at all.

Concentration lets heroes decide to 'give up' their wierd magic for a 'pure' form. There is a lot of roleplaying potential in this.  

> 2. Or perhaps, one should make common magic one of the types (one
could
> say all common magic is talents) one can concentrate in: thus, you
> could concentrate on theistic magic, animistic magic, sorcery, or
> common magic.

There is one school of 'common magic' which allows you to concentrate

your common magic. You loose any specialist magics you have 
specialized magic.  (I think you only get to learn common magics from 
wherever you are). These would become regular spells, feats, charms 
but you'd be restricted to just those availible through your local Common Religion. While this lets you learn any spell/feat/etc, it does mean that they are all individually raised (which does lose most of the benefit of grimoires and affinities.  

> Am I misunderstanding the way this works?
>
> Michael

I'm not sure

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