Quote:
Originally Posted by Atgxtg
I used to like those. RQ3 was one of the few gaes where a sorcerer could make a liviing casting spells. I didn't see much "buffing up the party" stuff. Basically the rest & recoup time tended to offset the durations too much. Going with your INT 15 example, even if the mage makes all the rolls, by the time he buffs off a party of 5 and rests up, he is down to a 2 day duration left for an INT 1 spell. Not worth the trouble.
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Look at what one that really gets into binding spirits can do. The combination of this mechanic with Power and Int spirits is where the mage could really take off; he could do all this and be ready to go the next day. All it really required was a good Int in the first place, and when you're rolling 2d6+6, there's enough varience that isn't that hard to come by (and it wasn't even that difficult for those built out of points if they were willing to stint a bit on App and Str, say.).
Without Int spirits and a lot of sources of renewable magic points, it wouldn't have been nearly as severe, but RQ's always had a lot of those; if anything it'd have been even worse in RQ2 because there was less overhead on bound spirits than there was in RQ3 spirit binding.