On 26 May 2004 at 8:15, Mike Holmes wrote:
> Just a quick correction - Practitioners are the "equivalent" of initiates
> in terms of being one level up, and they, too do not have to concentrate
> (although they can't get spirit allies if they do not, so the ones I've
> seen have concentrated). A better way to think of it is that only Devotees
> and Shamans, the highest levels of each type of magic, must concentrate.
> Nobody else does.
Yup, slip of the keyboard. Mea Culpa.
>[snip]
> The point being that the balance is between flexibility and power. That's
> hard for a player to see starting out, however, and that's why I think in
> the games I've seen that players go for the power right away. But I've
> thought that for a long term game that it would be a lot of fun to go
> unconcentrated for a long time, pick up a bunch of religions, and then
> later perhaps concentrate if one turned out to have a greater appeal for
> the character. I think it would be really interesting to have a generalist
> magic character who knew magic from all sorts of sources.
>
> Just some thoughts.
Good thoughts though. Something worth keeping in mind, that flexibility vs power trade off. Committing to a single worldview/magic scheme opens up doors for significantly more power, but there is an appeal to a wide-ranging dabbler if you will.
It seems Wizardry is more immune to dabbling, though.
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