>Camo said:
>
>>Under the HW model, there was really no difference between having a
>>mundane Jump 17 and a magical Great Leap 17. In HQ, there definitely is!
>
>And this is a good thing?
I think so.
>The thing that, for me, really made Glorantha
>*magical* in HW was precisely the non-differentiation (rules-wise) between
>magical and mundane abilities. A mundane "make fire" made fire equally well
>as a magical "ignite", apart from you not needing flint and tinder to make
>fire with magical "ignite".
And this is a good thing? ;-)
>Both abilities could be used to set fire to
>soaking-wet wood bewitched with quenching charms, taking the same
>difficulty.
This part, at least, hasn't really changed. If the wood is magically wet, the "ignite" would need to overcome the magic's resistance, not 14.
>It gave Glorantha the faerie-mytho-magical qualities depicted
>in Princess Mononoke, where everything is suffused with magic, gods walk
>among men, and sufficiently high ability ratings allow you to do the
>impossible. In a sense, the Inner World of mortals felt like an Otherworld
>instead of a Mundane world.
Now see, I feel that the change in HQ from HW is *more* like this, not less.
Being able to do a standing leap to the top of a 20' wall certainly doesn't make the Inner World feel all that mundane to me! The fact that someone with a couple of masteries (and maybe the help of a hero point) can do that as well just makes it better to me.
>Now, i like HQ (especially for the less clunky rules-set) but the Glorantha
>it conjures has other qualities.
What!?!
>*Enjoyable* qualities, I hasten to add,
Oh, ok. :-)
>but different.
>
>YGWV; i know mine has.
And so has mine. I have to say I like the idea someone had about adding as an automatic augment the ability that would be used to resist a mundane attempt (a wall's Tall 10W2 to give an augment of +5 to the normal magic resistance of 14, for instance). I'll probably use it.
Camo
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