Re: Foreign Magic - flavour and crunch

From: David Weihe <blerg2_at_xu-0of2lU45qobkr7rwXRflyaaLdjZrAsDQVGAmu4ugUFigD5o6rLNPLw8KAoYgubQW4w>
Date: Mon, 5 May 2008 07:20:15 -0700 (PDT)

> > If countermagic works less
> > well then Disruption (et. al.) would be more effective, giving
> > the weird magic user an edge. The other guy can't dispel his
> > magic, can't counter his magic, and can't even see what his
> > magic is... sounds like an edge to me.
> That's right - there is an edge on both sides. What I am trying
> to do is decide whether the edge should be on offensive or
> defensive magic.

Try thinking of a real-world example. If Gloranthan Magic worked in the RW, and a group of animists crossed over into our world in some combat zone, the US Army would not know how to protect their soldiers or vehicles from the effects of cast Disruptions or rampaging Wolf Spirits. Likewise, if the animists could close to hand-to-hand combat, kevlar vests would be worse than useless, and a bayonet-equiped M16 or an entrenching tool would not be nearly as good as sword or spear and shield.

OTOH, a bunch of Praxians would have no idea how to deal with modern high velocity rounds fired by snipers a mile or more away, or air dropped cluster munitions from Predator drones, or even a time-on-target artilliary barrage from a half dozen separate emplacements.

This implies that offensive magic works, but defensive magic would suffer the penalty of different OtherWorlds. I think that the likeliest effect from two Gloranthan forces using magics from different OtherWorlds, without any special methods to handle the other side's magic, is a double kill. This is yet another reason that very few Gloranthans concentrate their magic on a single OtherWorld.

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