Re: Make up new Gods, dang it!

From: ttrotsky2 <TTrotsky_at_AnwHDuWhCOSLxxYBz7v1HQh8J0YkUzR8UBi7UxcErO3p8sbU3oeB9ZXkzDC_hFzXr9_>
Date: Sun, 15 Jul 2007 06:49:17 -0000


L.Castellucci:

> > I've pretty much ignored it, too. I've said that all common magic that
> > is part of your culture is equally available, whether its officially
> > described as feats, spells, charms or talents. All foreign common
> > magic is equally unavailable, again, regardless of type. It's not
> > whether its a feat or a charm that's relevant, its whether its part of
> > your culture/religion or not.
>
> Which is how I think it is supposed to be.

No; common magic is listed in the books (including the ones I write!) as feats, charms, spells, and talents. That's not a distinction I use - effectively they're all talents IMG.

> > In my Lunar campaign, all the PCs are devotee-equivalent anyway, and
> > none of them has any common magic, so it makes no difference. In my
> > Heortling campaign, I don't allow the devotees access to common magic
> > (to reflect their specialisation on their god), and enforce the time
> > commitments, but otherwise ignore whether one is concentrated or not.
> > I actually have a pretty even mix of initiates and devotees in that
> > campaign, which feels right to me.
>
> It sounds like you are pretty much using concentration as is, just
without the
> hero point bonus.

The rules as written say that a concentrated theist loses all 'talents, charms, fetishes, spirits, scriptures, spells, and grimoires', but that they retain all their common magic feats. It's also possible for an initiate to concentrate their magic. I modify both of these rules.

-- 
Trotsky
Gamer and Skeptic

------------------------------------------------------
Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/



           

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