RMS said:
You guys certainly played different games than we did. We had parties full of rune priests and rune lords doing all kinds of adventures. It was always cult related, but then it's not really hard for most PC favored cults to come up with good reasons for their priests to be wandering the world, and certainly not an issue for rune lords.
Agreed 100%. If you are in an adventurous cult, such as Orlanth Adventurous then you can justify any chaos bash, troll bash, elf bash etc as a cult mission. Storm Bullers can either be killing chaos or looking for chaos or helping other people in the hope of finding chaos. Issaries cultists can be on the lookout for trading opportunities, helping Lightbringers or trading and so on.
We used to have a limit of 1 adventuring session per season for priests and 2 per season for rune lords, as a rule of thumb. This is in addition to actual cult missions ordered by the temple. Wandering priests/rune lords would have more, of course.
RMS said:
One of the things I immediately dislike about the new system is how it limits divine magic. It does bring initiates up a bit*, but really penalizes priests, acolytes, and rune lords. It was common before to have a priest or rune lord with 30, 40, or even 50+ points of divine magic available. That's a lot of options and some powerful ones that can't be done with the new system, unless there's something I'm missing. I also don't like the high chance of divine magic failing now. I'd rather force the person to make the appropriate lore spell to correctly do the ritual to receive the spell (and hence needing a few tries to get it right...and perhaps multiple payouts to the temple), and then allow the spell to automatically go off in time of need, like before.
* I'd note that I've never met anyone who didn't enable initiates to relearn their divine magic in some way, so the rules have brought them up more than how the game was actually played in my experience.
Well, we never allowed initiates reusable divine magic - they had to wait until they became acolytes, priests or rune lords (in RQ3), unless they had a specific gift or gained the spell on a HeroQuest. It never stopped us scrificing for spells whenever we got a POW gain roll, though. We just built up spells to 10 points so we could qualify for priest/acolyte status. We also cast them sometimes (Shock! Horror!)
But, as for RQM, yes they have seriously downgraded Divine Magic.
The concept of Dedicated POW seems to limit the number of points of divine magic you can have, unless I have misunderstood the rules. In past games, 50 points of divine magic was not uncommon. In our current RQ3-ish game, a shaman has 10 points of Divine Magic and has only been a shaman for a couple of seasons. That's the kind of game I like, not ones where players are scrabbling around for a couple of points here and there.
Having a cast chance for Divine Magic makes it virtually useless for starting initiates who have to increase their Lore (Specific Theology) to 50% to even make it worthwhile trying to get the spell or trying to cast it. If I belonged to a Orlanth Adventurous, say, then I wouldn't rely on being able to cast Fly(Telekinesis) to stop falling to my death if I had a 50% chance of failing.
It seems almost an official view that Rune Magic is the be all and end all of magic and that other systems, such as Divine Magic or Sorcery, are relatively minor. That is definitely hard to accept from a Gloranthan point of view, where Divine Magic has always been more important than Sorcery and Spirit Magic. Now, we also have Shamanism, yet to be detailed, which will add another "unimportant" magic system.
It seems odd that a game that definitely encourages high power levels (Legendary Abilities/Legendary Heroes) is discouraging powerful runepriests and runelords.
I don't really want to see many more rules that are fixed later on or are explained away as "Glorantha is different".