Re: Change of Devotee rules in TR!

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Sun, 11 Feb 2001 15:32:17 -0800


Sorry, hit the send button early.

> ie. a devotee can't also be an initiate of another cult
> (boxed text on page 70)
>
> This may become the most ignored rule in Hero Wars.

Why?

Or, another way to state it, There are now subcults of Orlanth to do just about anything you want - merchants, warriors, lawspeakers, farmers, lovers, fliers...

The reason people want to split their hero across two cults is (it seems to me
anyway) a desire to create the kind of character they want that wasn't provided in the original game - a Flying Hunter, or a Warrior/merchant. We only provided one flyer, and (really) one hunter god, so if you wanted a flying hunter you had to pick across cults.

Now, however, you can have a Vanganth/Ormalayla Flying hunter (hey, only 70% of your time for an Initiate/Devotee instead of 90%! Whoohoo, a savings of 20%!), or a Harst/(any number of warrior subcults) Warrior Merchant. You can even mix and match between Aspects and Subcults - a Weather-controlling Farmer! (Orlanthcarl Thunderous); a Warrior-chief (Dar Adventurous), etc.

To my mind, Orlanth is the cosmos' biggest minimaxer, and he passes his proclivities down to his followers.

RR

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