Re: HQ Common Magic question

From: Jeff <jakyer_at_...>
Date: Tue, 06 May 2003 00:55:42 -0000

> > Concentration lets heroes decide to 'give up' their wierd magic
for
> > a 'pure' form. There is a lot of roleplaying potential in this.
> >
>
> But, they won't need to give it up, as they'll just call it all
feats.
> If a common magic ability is a feat, then you can still use it if
you
> concentrate on theistic magic, as it is theistic magic. That's the
part
> I don't get. I would say either remove some of the players'
flexibility
> in assigning what type of magic their common magic abilities are
(for
> example, in the Heortling keyword, they're all Talents from Flesh
Man;
> thus, you could say that the majority of Heortling characters'
common
> magic abilities are Talents, not Feats) or else put the
concentration
> limit on Common Magic vs. specialized magic.

You generally have to use something from your cultural keyword or something similar.

And if player's want to min-max, FINE. Its only 5 ablities and all of them have to be raised individually. With the more clearly defined rules on augments, having a stack of ablities to use as augment is not quite as useful as it was in HeroWars.

> > 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.
> >
>
> Hmm. That's interesting. Useful for areas like the Empire, where
most
> people are just communal worshippers.

The example I used is common throughout Dragon Pass. It involves havin a pet rock.  

Heff

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