: In defense of GURPS:Myth...the book is not intended to
: completely explain the way that the Myth universe
: works. Instead, it is a guide to roleplaying. The
: extra info that we glean from it does not always need
: to be taken at face value. However, the spell may be
: inherent in the material that makes up the Journeyman
: coat, or the gold tiles which he wears. It seems to be
: that, according to GURPS, if there was a spell in Myth
: which completely eliminated all magic in a given area,
: drained mana etc, that the Journeyman coat would no
: longer absorb as much damage.
I wouldn't shout about GURPS so much if I didn't think most of the changes it makes to the Mythworld are quite unnecessary for roleplaying purposes. Does it really screw up the RPG to have Jmen coats absorb 20% of hits instead of 20% of the damage from each hit, and to have this property be non-magical?
Anyway, we have story-based evidence that Jmen's coats arem't magical; GURPS claims that many regions, including stretches of the Barrier and Avernus, probably have little or no mana. Yet there are a number of Myth levels which took place in those regions, and the damage-absorbing properties of Jmen coats wasn't altered on those levels.
: Even though it's really thick, a myrmadon's blades can
: rip through flesh & bone, do you expect a wimpy
: coat to reduce the damage from this? :p
I always figured the coat worked by just being so big that the myrmidon (or other attacker) couldn't figure out where the Jman was inside. Kinda like that one applicant to the Roman legion in Asterix...:)
--SiliconDream