Rurik said:Spiritist, Practitioner, and Shaman should only be used when referring to spirit magicians of those ranks. Another term should be used for Spirit Magicians in general.
homerjsinnott said:Rurik said:Spiritist, Practitioner, and Shaman should only be used when referring to spirit magicians of those ranks. Another term should be used for Spirit Magicians in general.
Spirit User? :wink: It has its basis in a similar system...
TRose said:2) Some way for a Priest to learn a decent amount of Divine spells with out his power going into the celler.
RosenMcStern said:I have designed a way. This week I'll check with the editors if it can fit into S&P or Tradetalk, though TT might be the wrong place for a "rulesy" article. If it does not, the wiki might be the best place for it.
Initiates can learn 1 point of Divine Magic for every 10 points of Theology(specific diety). Acolytes, Priests, and Runelords can learn 1 point for every 5 ponts of Theology. I do not use any version of Dedicated POW with this system.
Magistus said:Why not post them on the MRQ Wiki, that's what it's for.
Rurik said:Initiates can learn 1 point of Divine Magic for every 10 points of Theology(specific diety). Acolytes, Priests, and Runelords can learn 1 point for every 5 ponts of Theology. I do not use any version of Dedicated POW with this system.
Puck said:Wow! This sounds very interesting and quite a jump from traditional cannon. Are spells constantly re-usable like rune magic,
or
are they one use and require a temple visit to renew them(as I imagine)?
This would make theism a more popular option among players. It seems like it will also streamline the system making it much easier to play. I have always hated the idea of the sliding stats; lots of eraser marks on the paper.
Have you run into any snags?
RosenMcStern said:Why the artificial difference between priests and initiates? If a runepriest knows less than a competent initiate about his god's Theology he deserves no more divine blessings. And what is the difference with Sorcery then? IMO the rule mechanics should be totally different. Dependence on skill % makes the two systems too similar.
There has always been a difference in that Rune level casters had access to re-usable Divine Magic while initiates only had one use.
A priest is of higher rank in the cult and has achieved that rank trough greater dedication to his god through passing tougher tests, donating more of his time and income, as well as spending hero points to achieve that status - it does not seem unreasonable to me that they would receive more favor than just an initiate.
RosenMcStern said:There has always been a difference in that Rune level casters had access to re-usable Divine Magic while initiates only had one use.
This was the only really broken rule in RQ2/3. There is no trace of this in HeroQuest or Mongoose RQ. Or in the RQ4 draft as well. So let's not speak about this.
RosenMcStern said:A priest is of higher rank in the cult and has achieved that rank trough greater dedication to his god through passing tougher tests, donating more of his time and income, as well as spending hero points to achieve that status - it does not seem unreasonable to me that they would receive more favor than just an initiate.
Then explain one thing to me. Why is the priestly figure totally absent from HQ?
Rurik said:That one use divine magic counted towards your sacrificed POW for advancement in the cult - I always kind of saw it as a bonus getting a one use spell for sacrificing POW.
It is in my copy of the RQ4 manuscript - Initiates can only learn reusable spells, not one use, and only may regain them on their god's high holy day once a year.
HQ handles magic totally differently, So really MRQ is the first version not to do this,
HeroQuest cults have different levels of membership in Initiates and Devotees, and many have Disciples, and some have Priests (see Chalana Arroy). The magic system is very different, and does not directly compare to RQ.
I have hated Dedicated POW since the first day I got the Companion, and I'll not use it in my Glorantha. I used the "Divine Pool" idea since early on and frankly it works very well and has more of the Traditional RQ2/3 flavor. That being said I like tying a Divine spell casters potential to their Theology Skill, and have used this system for a while now.
Blackyinkin said:Rune Magic especially seems to be a way of gaining magic that disappears or at least drastically changes in the Third Age.
BTW Priest do exist in HQ, it is just that their role is more about clerical duty than magical ability. A wandering wild man who has sworn his life to Varanorlanth can manifest potent magic, but he does not have to preach, advise or be part of any priestly order to do so.
Voriof said:I complied a fair bit of work on the errata - particularly missing spells and problem cults - but I became distracted by my thesis, a small child, and a lack of feedback from Mongoose on some design questions I had which prevented further work (specifically the changes of many divine and sorcery spells appearing in Book 2 to spirit/rune spells).
The Initiate/Acolyte/Priest paradigm was a simplistic way of explaining the casual worshipper, Initiate, Devotee, and Disciple found in Glorantha. I did not wish to bring in a whole new set of terminologies and muddy an already confusing issure further. I was not entirely happy with the result.
Sincerely,
Jeff