Re: Iron (un-Digest-ed)

From: Gavain Sweetman <gavain.sweetman_at_y-MTvGy3Xn6r_kTilIm_jrT2JKldXvUzlk8q45rMXCn6CX1u4PDqjq2vfgnj>
Date: Tue, 27 Mar 2007 13:45:02 +0000 (GMT)


> Paolo Guccione p.guccione_at_B07Ixapa373mq1RcbFelVqR9eerNsZp35FBgaMJW2_3NR50vOVHBwRC9GWFGNdhaYqC_UUid8yifld2_dYP39Q.yahoo.invalid
>
> Well, in fact RQ has the same problem, too. Attunement of Iron was possible only in RQ2, it was called Enchanting/Tempering in RQ3. And it is no longer possible in MRQ, so it looks like the > rules have changed. Or were they the God Learners that introduced Iron Enchanting to avoid having their spells screwed by armor or weapons?
>
> Oh, well, I think we cannot tie the whole subject to the ruleset we are using. The current trend is "Iron disrupts your magic - period", so we should go with it whatever system we base our Glorantha upon. Sorry for Jane's campaign...... ;-)

This has been discussed on the Heroquest-rpg list and Greg had the following to say: http://games.groups.yahoo.com/group/HeroQuest-RPG/message/32445

> "Such was my intent. It is one thing to make iron usable, by
> enchanting it and getting rid of its magic dampening power.
> It is another magic entirely to make a sword magical."
>
> > Are the Enchant [Metal] feats just used to make sure that the rune
> > metals are "tuned" to the user like in the old RQ days (as Jane has
> > noted above)?
>
> Or more to the point, to give them properties that will make them as
> good as bronze, for weapon purposes.

This give me the confidence to say that the Enchant Iron feat does get rid of the magic dampening as in RQ2 Attuning and RQ3 Enchanting/Tampering.

Gavain            

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