Re: Re: Concentrating Magic

From: L.Castellucci <lightcastle_at_...>
Date: Thu, 13 Sep 2007 18:38:37 -0400


Let's see.

On September 13, 2007 02:28 am, Paul Albertella wrote:

>

> 1) Concentration is not merely an abstract binary state, it is an
> ability Concentrated on [Magic], which represents the character's
> level of commitment to a magic system.

I've got little problem with this. (It is, of course, a world-specific choice.)

My understanding is though that it is ALSO an automatic inability to directly use another magic type?

> 2) This ability can be used to augment any magical abilities within
> the system to which it pertains, or other relevant situations (e.g.
> the contest to be accepted as an apprentice).

Makes sense.

> 3) When a concentrated character deals with another type of magic,
> however, this ability operates as a flaw. If your character is
> resisting magic that originates in different Otherworld, for example,
> the flaw automatically counts as a 'negative augment' (i.e. -1 per 10
> rating).

This is interesting to me. Concentration actually makes it harder to resist other magic? You develop a weakness against other systems? I'm not sure what I think of this. It has a certain logic, since it makes it more likely you have to bring in a specialist to deal with magic outside your system. But then I remember there are more than a few magic abilities that seem to be specifically targeted against other magic systems. I suppose it could just be that this is just the way things are...

Mind you, a spell from a concentrated user against an alien magic would get the bonus and the penalty, evening out...

I need to think about that one.

> 4) Unconcentrated characters suffer a -10 penalty in all Otherworlds.
> Concentrated characters don't suffer this penalty in their own
> Otherworld, but suffer a penalty equal to their Concentration ability
> in the others.

I like the "the more concentrated you are, the more penalty you have in another otherworld".

> 5) The rule about halving the cost of increasing magic abilities for
> concentrated characters does not apply; instead all characters pay the
> concentrated cost for magic abilities.

Agreed. I've always hated that rule.

> 6) Common Magic can still only be used passively (i.e. as an augment)
> or defensively, unless the character is concentrated. Characters must
> have attained at least 1W in their Concentrated On X ability in order
> to use Common Magic abilities actively.

I hate the augment/non-augment distinction. I always have. It seems to have no real relevance to a Gloranthan reality. Well, it sort of does in that Greg has gone on record saying it is "helper magic" and that is normal - but the fact is you sometimes use "active abilities" as augments anyway. It just seemed artificial.

I think I might make it an "appropriateness" issue. i.e. - common magic is never fully appropriate as the main ability in a contest. Thus it always takes an improv modifier used that way. I don't know if I would just say that is always the case and concentrating on common magic (or the approprate otherworld) only lets you add your concentration modifier, making it LESS inappropriate, or if I would allow concentration to make it appropriate now.

> 7) For abilities that specifically require a character to be
> concentrated (e.g. a devotee's feats, spirit allies), the
> concentration ability must have attained a mastery in their
> Concentrated On X ability in order to use these abilities.

Hmm.. I was wondering how this would be handled. One mastery seems ok.

> 8) Concentration is an ability like any other, so you have to buy it
> in the first place and spend HPs (or the initial 20 character creation
> points) to improve it (or decrease it).

Of course.

> 9) In order to learn a secret, the character must have attained a
> level of at least 1W2 in this ability, in addition to the normal
> requirements.

Seems fair.

Mind you, I've never been entirely happy with the "must pass this threshold" approach of some abilities/powers.

LC

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