Guilds, Factions & Cults present new rules on cults. First the good news. Lots of greats ideas are presented to make cults chime more with how they work in the world.
Unfortunately they appear, at first assessment, to be poorly thought through and presented. For example one of the new stats for cults presented (Affinity) marks the total amount of magic a cult can 'buy'. Yet some cult's magic blithely exhibit more than they are allowed given their Affinity stat. So why have the stat in the first place?
To confuse matters an example worshiper for the St Talor cult (Sir Huwayn page 131) seems to demonstrate a passing regard for what was written before. E.g. he casts the Warmth Rune spell using an Infinity Rune, he also can cast sorcery spells not provided by St Talor (or from the Abiding Book). If the example breaks the rules, why have the rules? Or have the Theology skill to cast that cult's Rune spells, but at least something that works.
Or am I reading the new rules all wrong?
Unfortunately they appear, at first assessment, to be poorly thought through and presented. For example one of the new stats for cults presented (Affinity) marks the total amount of magic a cult can 'buy'. Yet some cult's magic blithely exhibit more than they are allowed given their Affinity stat. So why have the stat in the first place?
To confuse matters an example worshiper for the St Talor cult (Sir Huwayn page 131) seems to demonstrate a passing regard for what was written before. E.g. he casts the Warmth Rune spell using an Infinity Rune, he also can cast sorcery spells not provided by St Talor (or from the Abiding Book). If the example breaks the rules, why have the rules? Or have the Theology skill to cast that cult's Rune spells, but at least something that works.
Or am I reading the new rules all wrong?