Re: Re: Augment-only stats

From: L C <lightcastle_at_...>
Date: Fri, 08 Jan 2010 10:22:04 -0500


David Dunham wrote:
>
>
> I have characters use their weapon ability as the main thing all the
> time (assuming it's a cool named weapon, of course). And if someone
> had cool enough armor, I can see that being the main ability used to
> survive (or even win) a fight.
>

Ditto.
>
>
> LC
>
> >Exactly, so why add the "augment only" hedge?
>
> I think Ash's answer was a good one. It is not credible that lay
> members are as effective at using an affinity as someone with a
> deeper connection to their god. (This connection being qualitative,
> not just tied to a higher rating in the rune.)
>

Yes, I agree that it is not credible that they are as effective, but as you say, I don't think it needs a separate rule, I think it is just a credibility test.
I think making any ability unable to be used as an ability (only as a stretch or an augment) is unnecessary clutter and unnecessarily limiting..
>
>
> >Look, a lot of this is probably holdover from that rule being in HQ 1
>
> It's not. I asked Robin Laws to add rules detailing how to use HQ2 in
> Glorantha -- to play Greg's stories. (Jeff and Neil then developed
> them a bit further.) But they don't derive from HQ1, they derive from
> the idea that in Greg's stories, some people worship without being
> initiates, and that initiates get more magic from their god. (But are
> not as magically powerful as devotees.)
>

Yes, and this was done in HQ1 as "augment only" when you could use augments willy-nilly. "Cannot use to produce extraordinary effects" vs "Can use to produce extraordinary effects" pretty much defines a clear demarcation of power in my mind. ^__^

In Orlanthi rune-magic, it seems you have three basic levels: Cannot produce extraordianry effects, can produce extraordinary effects, can heroform the god. As a continuum of power/levels of understanding, that works pretty well AND is fun to game.

(Of course, the lines aren't super-sharp, which is also fine by me. Lay people can, in fact, produce extraordinary effects with their runes in specific ways if they want to pay a hero point, and Initiates can perform feats if they want to buy them.)

>
> If anything, they were trying *not* to be HQ1, because we wanted
> playing initiates to be fun.
> * There, wasn't that the guiding principle you were looking for? It
> should be fun to play a typical magician from your culture.*
>

LOL!
Certainly a noble goal. (And yes, absolutely, Orlanthi initiates are more fun in this version than they were in HQ1.)
>
>
> >Todd provided examples where he would also make certain abilities
> >augment only,
>
> While I don't agree with him (see above), I just remembered that one
> of my characters had a magical whetstone. That pretty much limits it
> to augmenting.
>
> But I say again: this is not a useful rules category. A credibility
> test is all you need. I can't cut you to death with my whetstone, I
> have to use my sword (aided by the magical edge).
>

Right. You and I are in agreement about that. In a different contest, the whetstone might be used directly.

LC

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