Re: Re: Question on affinities (subject title changed)

From: Dave Camoirano <DaveCamo_at_...>
Date: Thu, 31 Jul 2003 08:47:20 -0400


Hi!

On Thursday, July 31, 2003, at 08:10 AM, simon_hibbs2 wrote:

> First of all, most peeople in Glorantha take Farming as their main
> ability not because it's cool, but because if they didn't everyone
> would starve to death. Even if HP represented real game world
> resources (others have refuted this well enough), the fact is that
> spending all your HPs on combat and cool magic abilities is an
> indulgent luxury most Gloranthans simply don't have. Those that do
> are likely to be regarded as arrogant and selfish unless they can
> clearly demonstrate their value to their society. Otherwise they will
> be pariahs.

Exactly. HW/HQ is written from the pov of the hero, not the common person. You can certainly represent the commoner with the rules (since most heroes started out that way!)

> > I like to also analyze how magic would affect society.  If learning
> > to fly is only slightly harder than learning to ride a horse why
> > would anyone still be riding horses?
>
> First off, affinities cost 3 HPs to raise by one point, horse riding
> abilities don't (although to be fair, a flight ability taken as a
> personal special ability costs the same). Secondly, magical abilities
> all must oppose a minimum resistance of 14. For 'Difficult' magic,
> this is added to any other resistence that is oposing you, although I
> don't think Orlanthi flying is in this category.

No, it isn't. And it shouldn't be. True, Flying and Running would cost the same to add and increase but any narrator worth their salt is going to ask you to justify adding an ability to your character sheet. Running is a lot easier to justify...

So yes, once you've added the ability to your sheet, it costs no extra but chances are you're not some potter who suddenly tripped and was in the air!

Camo

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