I find in Heroquest that the time/resource commitments work quite well
in limiting the ability of the character to spend hero points on
mystical abilities. Thus an initiate can spend a maximum of 30% of
their hero points on mystical abilities, a devotee 60%, and a disciple
10%. A communal worshipper is limited to spending 10% on mystical
abilities. Note that each higher catagoury encompasses the lower
catagouries. And not that there really is much of a difference
between mundane/mystical abilities in Glorantha.
This reverses the focus to the amount of time that the character can
dedicate to and access practical mystical endeavours whilst working,
rather than acting as a seperate time allocation, that must be
fulfilled. It also subsumes the cult obligations more effectively
within the game mechanics in a very mechanical portion of the gamer
mechanics. Of course, a good cultist will be spending all of their
hero points on cult-appropriate (both mundane and mystical*) abilities
anyway...
Ian
- And yes, I know am technically incorrectly using mystical to refer
to all magical feats, affinities, aquired magic, et al.
--
Ian Borchardt (iborchar_at_pnKKtvHSKePFhb2Tlfe2XVXrZM6v8ml2TjBvPzejbQPt5Lar4rrcDz0Zlp2efTnpc9HSsEgAQHBcIsQ.yahoo.invalid)
Philosoph, Fool, and Magician
"That is not dead which can eternal lie,
And with strange Ians, even death may die."