Re: Make up new Gods, dang it!

From: Stephen Tempest <e-g_at_089Of2M1sdNLX5cEjVQzYVgMoZl57pOxedRt5eUyuvwKdgBUsDEmVAasiySQNRUhr_vnPMN2>
Date: Fri, 13 Jul 2007 09:32:37 +0100


"L.Castellucci" <lightcastle_at_K38_xgdpLa6CjvaKZZ8OiQgMyOH75lC1mLc8MChu9rPXlRvipE98lsAa7gPaaxipl0Focg_kkvBGoUU.yahoo.invalid> writes:

>Personally, while I like concentration as part of the spectrum that Gloranthan
>magic seems to have of trading off depth for breadth, I think the
>concentration bonus is a little TOO mechanically powerful.

I think you've got something there... and another part of the problem is that HQ's flexibility - otherwise a great strength - makes it too easy for a player to say "Right, I'll concentrate on theism so all my magic is in the form of feats."

What I suspect might really happen is that in a particular area, certain vital forms of magic are *only* available as charms or spells instead. Imagine if the only healing magic an otherwise-theistic clan had access to was in the form of sorcery? And while they received magic for growing barley from their grain goddess, the clan founders discovered that barley didn't grow too well in that damp soil, but by offering animist worship to a local rice spirit, they could ensure a flourishing harvest?

Player characters from such a clan might have second thoughts on concentrating their magic on theism if it meant losing access to healing and seeing their families starve each winter...

Stephen            

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