Re: feats'n'stuff

From: Phil Hibbs <phil_at_...>
Date: Wed, 8 Nov 2000 21:09:43 -0000


>Reading the rulebook, it says that initiates can't
>learn feats - how could initiates then create magic?

According to Greg, the "correct" way to do this is for an Affinity to be a kind of specialised Divine Intervention - "Great Orlanth, send me a wind to aid me", roll the dice, and you get some kind of Wind-related help. However, this would place too much onus on the narrator to decide what happens all the time, and moves the dramatisation to after the die roll instead of before, which is less satisfying. So, Initiates can improvise feats using their affinity, but they can't "learn" them in the same way as Devotees can. I'm not sure if Initiates can use the Affinity directly or not. I think the game system is better off (simpler) without direct affinity use. Then again, I think it should be usable at full value as a magic resistance ability if appropriate.

Wulf:
>How can the time before time be finite?

Timeless and boundless are not synonymous with infinite. I think the Dara Happans disagree with the Heortlings on timely matters, and I wouldn't like to see it written into the rules as being objectively one way or the other. But this discussion is more suited to the Digest.

Phil.

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