Re: "Bladesharp" and other "combat" spells.

From: Tim Leask (tsl@mulga.cs.mu.OZ.AU)
Date: Fri 11 Feb 1994 - 23:54:24 EET


Tim Leask here

Graeme A Lindsell writes:
>
> Brian Maloney writes:
> >
> > Ahem, what's this stuff about "bladesharp" as a "combat" spell. Every
> > sensible Orlanthi farmer knows that the PRIMARY use of the spell is to
> > get your plow through the tough bits of sod.
> >
> No, every sensible Orlanthi farmer knows that using Death magic - like
> Bladesharp, which originated from Humakt - is a great way to get no crops
> at all, as Death is the opposite of Fertility.
>
> I've seen this proposal for giving all the battle magic spells of RQ2
> civilian spinoffs before, and I find it very weak. These spells were
> designed as combat magic; if we want to have spells for ploughs then the
> rules should have spells for ploughs. Some other spells (like Strength
> or Healing) have much more civilian uses, but there is no reason why
> Bladesharp should increase the ability of a plough at all: the sharpness
> of a blade does not determine your chance to hit: Bladesharp increases
> that through some other magical manner.

I basically agree with Graeme. Maybe mention of these mundane spells
should be made in the rules, but simply state that as,in general, they
have minimal impact on game play descriptions have been omitted.
At most provide an example mundane spell or two.

[More of Graeme's good points deleted - but I agree with him]

Cheers,
Tim
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