Re: Kolat

From: David Cake <dave_at_UNERQIveIrFy9B6-Y4fccDqfWuOrv1ZwQDIP445jklIjTmmFEJAQWWOcghH83H7I44Zv8Sm>
Date: Mon, 25 Oct 2010 12:24:33 +0800


That should really have been a rules list message. Followups to there.

At 2:33 AM +0800 25/10/10, David Cake wrote:
>At 11:44 AM +0000 23/10/10, Jeff wrote:
>>That was indeed intentional.
>
> Why?
> Spirit magic already seemed fairly much the weakest of the
>three types of magic, but that rules change seems to make it very
>obviously so. Is it the intention that Kolatings are notably bad at
>spirit magic?
>
> It seems to me particularly odd that Storm Bull initiates
>(who don't seem to have this limitation - they are just stated as
>being able to use charms directly) are much more effective at spirit
>magic than Kolating spirit society members.
>
>>YGWV - if you find that rule too damaging to any player who wants to
>>join the Seven Winds, by all means change the rule. However, our
>>experience has been that it did not negatively impact the spirit
>>society players (who went on to become shamans).
>
> Well, the rule will only negatively impact them *until* they
>become shamans, for sure. I'm sure my Kolating player would be racing
>to become a shaman if it was his only way to get effective magic.
>
> It is certainly negatively impacting my game - a player who
>wants to be a spirit magic specialist, but isn't yet a shaman, can't
>realistically hope to win a fight using spirit magic alone with that
>rule (whereas an initiate can) so the spirit magician is forced to
>put points into other abilities.
> So clearly, MGWV.
>
>>The comparative weakness of spirit charms were more than made up for
>>with their flexibility.
>
> I must be in a minority that finds divine magic as written
>quite reasonably flexible, and being very ineffective at a wide
>variety of contests with charms is not that much of a blessing.
> (and really, if you keep to the example charms in the Kolat
>writeup, many charms are very specific, somewhat countering their
>flexibility).
> Cheers
> David
>
>
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