Thread: Dare I ask?
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Old January 4th, 2008
Nightshade Nightshade is offline
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Quote:
Originally Posted by Rurik View Post
I think we are pretty much arguing the same point here, but hey, what is that to stop me.

Sorcerers in RQ3 did become dominant, but not totally though - dispel magic works just as well on 20 year duration spells as shorter ones, and Divine casters could easily access 5 or 6 point Dispel Magic spells (I may have the precise spell name wrong - but you get the idea).
That only helped so much, though, because you can still only dispel one spell at a time, and after the Power/Int spirit thing got rolling, it was entirely possible for every member of an opposing party to have five or six long duration buffs (as I recall, Damage Boosting, Resist Magic and two or three attribute boosts were the common ones; the sorcery Protection equivelent wasn't that popular because it was a resistance value so it had to be fairly high Intensity before it was at all reliable). Now do this on five or six party members, and which target and which spell are worth taking the time out to dispel while they're chopping through you?

Quote:


But in the end high level sorcerery is not that much fun. All the augmenting and so on a chore - and as a GM you need to specifically go after the sorcerer(s), and design your combats around them (making sure you have enough counter magic cababilities and then peeling away the magical defenses). I rarely had sorcerers in the 90% + range in a bunch of their skills, but even at that level they become the focal point of the game in many ways. Not unsurmountable, but the dominant factor.
And as you say, I think it distorted the hell out of the game.
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