Not really.
I never used a lot of sorcery in my campaigns.
RQ3 sorcery wasn't too bad, but Free INT meant that a beginning sorcerer and a master sorcerer could cast the same strength spell, it just took the beginner longer.
I looked over the sorcery in Worlds of Wonder but wasn't particularly impressed.
I have read Sandy Petersen's Sorcery rules but didn't understand them and didn't like some of his rules.
RQ4 had some improvements in sorcery, as I recall, but they weren't drastic improvements.
RQM has a lot of sorcery, as it covers the God Learners/Jrusteli. It has a lot of sorcerous schools each with specialist spells. There are sorcery spells spcifically aimed at making HeroQuesting easier.
As to the differences between them, I don't really know. I'm not that interested in sorcery and haven't gone into things in great depth.
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Simon Phipp
Wallowing in my elitism since 1982.
Never in a million years / 420
Many Systems, One Family
RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html
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