Re: Animist

From: David Cake <dave_at_...>
Date: Mon, 25 Oct 2010 12:26:32 +0800


Replying to Jeffs message on the Glorantha list here, because this was all rules talk.

At 11:44 AM +0000 23/10/10, Jeff wrote:
>That was indeed intentional.

	Why?
	 Spirit magic already seemed fairly much the weakest of the
three types of magic, but that rules change seems to make it very obviously so. Is it the intention that Kolatings are notably bad at spirit magic?

        It seems to me particularly odd that Storm Bull initiates (who don't seem to have this limitation - they are just stated as being able to use charms directly) are much more effective at spirit magic than Kolating spirit society members.

>YGWV - if you find that rule too damaging to any player who wants to
>join the Seven Winds, by all means change the rule. However, our
>experience has been that it did not negatively impact the spirit
>society players (who went on to become shamans).

        Well, the rule will only negatively impact them *until* they become shamans, for sure. I'm sure my Kolating player would be racing to become a shaman if it was his only way to get effective magic.

        It is certainly negatively impacting my game - a player who wants to be a spirit magic specialist, but isn't yet a shaman, can't realistically hope to win a fight using spirit magic alone with that rule (whereas an initiate can) so the spirit magician is forced to put points into other abilities.

        So clearly, MGWV.

>The comparative weakness of spirit charms were more than made up for
>with their flexibility.

        I must be in a minority that finds divine magic as written quite reasonably flexible, and being very ineffective at a wide variety of contests with charms is not that much of a blessing.

        (and really, if you keep to the example charms in the Kolat writeup, many charms are very specific, somewhat countering their flexibility).

	Cheers
		David

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