Small inconsistency between MoG and CoG?

GianniVacca

Mongoose
I think I found a small inconsistency between MoG and CoG I. The fact that they were not written by the same author might be an explanation, but still...

In MoG the very short chapter about Old Ways Divine magic mentions Lore (Orlanthi Theology) and Lore (Dara Happan Theology) as the skills needed to cast Old Ways Divine magic spells, whereas CoG volume I mentions Lore (<specific deity> Theology) as the skill needed to cast Divine magic spells.
 
GianniVacca said:
I think I found a small inconsistency between MoG and CoG I. The fact that they were not written by the same author might be an explanation, but still...

In MoG the very short chapter about Old Ways Divine magic mentions Lore (Orlanthi Theology) and Lore (Dara Happan Theology) as the skills needed to cast Old Ways Divine magic spells, whereas CoG volume I mentions Lore (<specific deity> Theology) as the skill needed to cast Divine magic spells.

Specific Deity is probably more correct. I would allow a specific deity theology to apply to others in the Pantheon at a suitable penalty (say, 20%-30%). The problem is that we are in danger of "creeping incompetence"* with the proliferation of skills and the general restriction on raising them to a few each game session. Similar problems exist with feats in the D&D 3.0+. ;)

Jeff

* Beautiful description of the problems caused by feat-creep in various d20 and D&D3.0 games made by Nichole Lindroos of Green Ronin. The more feats you have in the game, the less capable characters become due to limited slots for feats in their charcters. Especially true in games where the feat is the enabler for the action in question, rather htan an enhancer.
 
Voriof,
I fully agree with you: there shouldn't be too many skills. What I was looking for was some kind of 'official' guidance, though, like 'yes, we should have written <specific deity> in MoG instead of what we wrote'.
Cheers
 
That sort of admission of error seems to very rarely occur for Mongoose's RQ.

So, don't hold your breath ...
 
Hopefully after the players guide hits the shelves we'll get eratta that tidys all the loose ends in the Glorathan and core books ;
Any subsiquent books in theory will have a solid foundation of the existing Gloratha books (with erratta) to help prevent niggly errors slipping.
Just waiting for the Players guide.... Erata.... and Cults 3 :)
 
When is the Players Guide supposed to hit the shelves? I have a campaign about to start... and I don't want to wait for that book!
 
I think the "release date" is something like Jan 29, so the "shop date" will likely be in the first or perhaps second week of February.
 
ninthcouncil said:
I think the "release date" is something like Jan 29, so the "shop date" will likely be in the first or perhaps second week of February.
Correction: Seems to have moved back a couple of weeks since I last looked (or I just mis-remembered :oops:) - Feb 19 release, so a week or so later in the shops.
 
GianniVacca said:
Voriof,
I fully agree with you: there shouldn't be too many skills. What I was looking for was some kind of 'official' guidance, though, like 'yes, we should have written <specific deity> in MoG instead of what we wrote'.
Cheers

It's your call. I do Specific Theology, not Specific Deity, because I don't see the skill progression system allowing for endless numbers of Lore skills if it's on a god-by-god basis. Seems overly clunky to me. And way, way too slow at improving, bearing in mind that we're dealing with an empire where characters spend a lot of their time learning about lots of gods and pantheons.

If Specific Deity works better for you, make it happen. I was the one who chose how Divine Magic worked in this edition - with the Lore (Specific Theology) rolls, and so on - long before I'd even seen the Cults drafts, so 'yes, we should have written <specific deity> in MoG instead of what we wrote' would be an extremely odd admission to make.
 
Dead Blue Crown, what you wrote means that God Learners should use Lore (Specific Theology) skills whereas theist characters should use Lore (Specific deity) skills....
 
GianniVacca said:
Dead Blue Crown, what you wrote means that God Learners should use Lore (Specific Theology) skills whereas theist characters should use Lore (Specific deity) skills....

If you like it that way, then that's the way you can do it. But it's not the way it "should" be. For my part, the RuneQuest Companion (where Divine Magic is detailed) and Magic of Glorantha both use Lore (Specific Theology) because it reduces the number of skills characters need to manage without making anything too vague or unrealistic.

I get that you dislike it, but it's not a mistake. I like to keep a fewer number of skills. Oddly enough, you did as well earlier in the thread, but are now arguing in the exact opposite direction: more skills. Many, many, many more skills, in fact.

If you want to vastly increase the number of skills necessary and/or give God Learners and regular folks different Lore (Deity / Theology) skills, that's your call, dude. Might work out really well for you, and I hope it does.
 
Dead Blue Clown said:
If you like it that way, then that's the way you can do it. But it's not the way it "should" be. For my part, the RuneQuest Companion (where Divine Magic is detailed) and Magic of Glorantha both use Lore (Specific Theology) because it reduces the number of skills characters need to manage without making anything too vague or unrealistic.

DBC, by "Theology" do you mean pantheon? Or culture? Not sure what you're referring to.

According to MoG there is a Dara Happan theology - does that refer to worshippers of the Gods in the Solar pantheon, or people of Peloria, or something else?
 
gamesmeister said:
Dead Blue Clown said:
If you like it that way, then that's the way you can do it. But it's not the way it "should" be. For my part, the RuneQuest Companion (where Divine Magic is detailed) and Magic of Glorantha both use Lore (Specific Theology) because it reduces the number of skills characters need to manage without making anything too vague or unrealistic.

DBC, by "Theology" do you mean pantheon? Or culture? Not sure what you're referring to.

According to MoG there is a Dara Happan theology - does that refer to worshippers of the Gods in the Solar pantheon, or people of Peloria, or something else?

Cultural, but I might actually try Pantheon myself next game and cut down the skills even more.
 
Dead Blue Clown said:
Cultural, but I might actually try Pantheon myself next game and cut down the skills even more.

Pantheon? Yeah, that's what I'd do too. The Lore (Theology) skill being used to cast Divine Magic was an addition to my MS and one that I should have thought of myself if we wern't useing the 100% rule.

I personally think that with its high up front cost, Divine Magic should have great ease of use, hence my liking for the old rule. But a single skill (as most Theists will be members of multiple cults) is the best.

Jeff
 
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