Re: Possible house rules on concentrating magic

From: Douglas Seay <douglas-seay_at_...>
Date: Mon, 03 Jan 2005 22:10:45 -0500


"parental_unit_2" <parental_unit_2_at_...> wrote:

> I am considering adding some house rules on concentrating magic, and
> imposing some additional requirements on the Selfrock Teaching for
> concentrating common magic. I'd appreciate any opinions on the
> advantages or disadvantages of these rules, and whether they will
> achieve my goals.
>
> Specifically, here are the rules I am considering:
>
> 1. Characters can only concentrate magic when they commit to a
> Specialized Magic System, defined as a theist cult, wizard school,
> saintly order, animist practice, or the Selfrock Teaching.

Why bother? If someone wants to commit to a type of magic, but doesn't want to spend the HP to do anything, why stop them? They've restricted themselves and get nothing for it. Mention it to them (I'd assume that it was an accident or misunderstanding) and if that is really what they want to do, let them.

> 2. Characters must concentrate magic when they commit to a Specialized
> Magic System.

My heortling warrior would have to concentrate on theistic magic upon initiating in Orlanth? Well, since "all" the population is initiated to O or E, you've just emasculate Flesh Man. Why bother? All they have from Flesh Man (or any other Common Magic Religion) are a handful of passive magic abilities. I don't see where some +1 to +4 bonuses change all that much in terms of the mystery of magic, or restricting it to high end specialists.

> 2. All Specialized Magic Systems, even the Selfrock Teaching, require
> an ongoing commitment of no less that 20% of a character's time and
> resources, modeled as Hero Points.

Isn't that already in the rules? An initiate has to spend 30% and a devotee 60% of time, cash, HPs and everything else about the character.   The number vary for animists and wizards, but they have commitments too. I don't remember if Common Magic has a minimum commitment or not

> One implication of the above rules, I believe: Only characters who
> commit to a Specialized Magic System can use magic abilities as active
> abilities.

Maybe my understanding of the rules is different than yours.

I thought that most initiates could only augment from the affinities. Maybe there's the rare improvised feat, but typically magic is used to boost the mundane ability. Devotees can only get magic from one source, so they'd be foolish not to concentrate. This means that only the high end specialists are using magic as active, instead of passive, abilities.

> My goal for these rules: I'd like powerful magic in my campaign to be
> somewhat esoteric, kept in the hands of committed specialists. Such
> specialists will be able to advance in magical power roughly twice as
> fast as others, and will be the only ones who can use magic actively.

That's an OK goal, but I thought that was pretty much the situation in the rules as written. I trust someone will correct me if I'm wrong.

And FWIW one of the things that I've always liked about Glorantha is that everyone has magic. Some focus on magic, some don't, but everyone has something. I personally consider your goal to be a step in the wrong direction, but if that is what you and your group want, have at it.

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