Dal Thrax said:
The easy cultural availability of the pact skill is an express feature in the main book. Even if you disallow Lightning Strike you still have initiate level Divine spells such as: Amplify (put common magic on steroids), Blessing(Weapons), Elemental Summoning, Fear, Madness, Laughter, True Weapon and Sureshot (suggest poisoned arrows with that last one tbh). These spells are part of the rules as currently written.
I don't see anywhere that Pact skill is an express feature of any of the cultural backgrounds. Only the Priest profession starts with it, so it isn't assumed that everyone will have Pact. And how easy it is to become an Initiate, even, is left totally up to the individual GM to determine. (In some settings, cults might hide and hoard their knowledge and only give it to a few.)
I look at these rules as a toolbox. I don't mean allowing or disallowing certain spells or weapons or creatures; this goes much deeper than that. What you
can use doesn't mean that all of it
has to be used or will be used. As far as I'm concerned, Pact is optional; Divine Magic is optional; heck,
Magic is optional. Really, it is.
This is not a question of what is or is not an "express feature" of the game. It's like Combat Maneuvers: if you don't like them, you don't have to use them. Sorcery? If you don't want it, you can leave it out and it doesn't affect the game one jot. Et cetera. Just because it's in the Core Rulebook doesn't mean it has to be used. There are actually only about ten things that are "express features" of the rules that you can't play the game without (skill rolls, for example). It's a set of tools, and you use it to build your own game. This is the most flexible, modular roleplaying system I have ever seen. But unless you're playing 2nd-Age Glorantha, I certainly wouldn't play with 100% of the rules straight out of the book. And if you are... then I don't see what your problem is.
Mind you, I'm not saying *change* the rules. I'm saying use what you like. The toolbox approach.
And as far as the opposition having similar magic, and everyone having Countermagic Shield and so on: that kind of magical-arms-race is what makes me want to run a low-magic campaign to begin with. If everyone has Lightning Strike and then Countermagic and then Amplify, then magic begins to be more about tricks and tactics than about cult relationships, ancient sorcerous lore and dealings with spirits. If that's the kind of game you want to play, that's great; the rules certainly accommodate that. But it's not what I want, so I don't use these rules that way. "Your RuneQuest May Vary."