That weasly initiate is going to have a much lower ability rating in his "Wind" affinity that the Devotee who has been pumping HP into the affinity. The HP represent many things - not "just how much experience do I get?", but resources spent on your devotions, mental attitude ('depth of involvment'), etc. They aren't the same as the RQ skill checks, but represent what the player/character thinks is important - save my bacon now, or raise a skill later (bump or not?)? Spend a bit of time improving a new ability I've worked on, or find a person to teach me (1x or 2x)? Spend the time to keep an eye on my treasures, or go gallivanting? (cementing a benefit), etc.
HP are "shortcuts" for the players to say "this is important to my character, so important that he's willing to spend the necessary time/energy/spirit to ensure it." If Weasly Initiate is pumping HP into "Wind", than it is important to him.
> I dont want to give the PC's the idea that every worshiper is a
> superheroic incarnation of the affinity/God.
> They have to WORK to get to that point.
That "Work" is represented by the ability rating (for the most part). Greater effects have greater penalties and/or resistances. Joe Farmer with 15 in "Wind" won't be able to raise a tornado on the spur of the moment, while Bill Living-Incarnation-of-the-Storm with 15w4 will have less trouble. Why? because the narrator has decided that raising a Tornado is a Difficult effect.
> And why are we shelling out dough for culture books, if not for
> the "special feats" that they promise. ;--)
Why? Because you *like* us (thanks, Mickey).
> > >Think of what those magics can do individually and together. What
> sorts of
> > >things can "Wind" do?
> >
> > Ruin your social life?
> >
> > >What types of "Movement" are there?
> >
> > I refuse to comment...
So delicate, Must not be a rude, crude, sociably undesirable barbarian :-)
RR
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