Home Forums Gaming in Glorantha HeroQuest Is Lunar Magic Too Weak?

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  • #13641
    Mark Mohrfield
    Spectator

    In HQ Lunar magic is weaker than other types four days out of seven, as strong two days out of seven, and is more flexible but does not receive a rating bonus one day out of seven. I’ve sometimes wondered if that’s enough for a group that has managed to conquer a substantial part of the continent. Should Lunar Magic get a rating bonus on Full Moon days, am I underestimating the advantage of that added flexibility?

    #13648
    Peter Metcalfe
    Spectator

    The “additional flexibility” means that at Full Moon, Lunars can cast full strength

    *Fire and Movement Glamours
    *Earth and Life Glamours
    *Harmony and Spirit Glamours
    *Darkness and Death Glamours
    *Truth or Illusion Glamours.

    And if they are illuminated, they can perform all these magics rather than being limited to one choice.

    On the Half Moon Days, these Glamours are stretched while the Moon Rune Glamours are still at full strength.

    The Lunars are intended to be versatile through the We Are All Us secret and that is what gives them their power. I think the Moon Rune substituting for other runes to be a more elegant mechanic rather than adding a boring number to the Moon Rune at Full Moon.

    #13649
    Jenx
    Spectator

    What Peter Metcalfe says is true, and I’d like to add to that, that a part of the Lunar’s magical strength is the fact that they can get a lot of, seemingly incompatible, magicians to work together, producing results that no other culture can really achieve.

    So while a lone Shaman might be, in the abstract, stronger than a lone Lunar magician, that comparison is usually meaningless, since the Shaman will be, at best, moving around with a handful of his spirit society friends, while the Lunar will have a few people who have specifically trained to perform magic with him or her, and would blow out the Shaman and his cronies out of the water. (which is what happened at Moonbroth)

    #13651
    Bruce Turner
    Spectator

    Also consider that most initiates have at most three runes they can use for direct magical effects (and in most cases less than that – most gods only have affinities with two runes). In contrast, by converting one of their runes into a Moon rune (one phase) a Seven Mothers initiate is able to add on an entire range of magical effects. Their magic doesn’t work as well when the moon is weak, but even individually they get a much better range of it.

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