Re: magical vs.mundane resistance

From: Toksickburn_at_...
Date: Wed, 25 Feb 2004 00:16:33 EST


Bryan said
>When magic is specific, it only sees a resistance of 14 to do exactly
>that thing. So "run like the wind" has a 14 to run in the same
>direction, at the same speed, as the current wind.
>
>When magic is used in situations where it doesn't match up so well,
>the resistance is not 14. "run like the wind" to go against today's
>winds, or to run like a wind lord, would face something greater than
>a 14.

I am very sorry. The really great thing about HQ magic was how open it was to interpretation. That was part of the creative gamepotential that was totally revolutionary for me. Now people are doing the opposite like its a devils pact where every word is turned against the player so that the new formula for magic is: the better the more restrictions. This magic is a joke to me where you can only throw a javelin if the target is more or less about 1mile away, because its named "throw mile javelin!. Or running-magic that only works if you run the same direction that the wind blows, just because its called "run like the wind".

If all that is "true" why can you resist magic with a charm then ??? Or any other way where you can exploit your (very wanted) vague description?

Players are supposed to invent vague, interesting sounding names for their magic because it adds flavour and a feel of myth to the game not silly restrictions that justify power restrictions.     

I really admire the brilliant idea to let face magic only the resistance of 14. Thats so elegant, because it makes magic really magical. It just seems to me that somebody hadnt thought of the cases i am speaking of when all of a suden magic becomes mundane- this defies all logic and fun (for me)!

all the best
Christian

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