Of all the magic systems in MRQ, sorcery is probably the least broken. That said I just don't like the way it is played. I liked pumping tons of magic points into a spell to get a powerful result. Or using few magic points to get off a quick spell. The thought that you would always cast your spells at maximum power, quickly, for one magic point just doesn't feel right.
The funny thing about MRQ divine magic is that it could be great with one simple fix. Just allow Dedicated Power to be separate from the character's personal power.
So if you have 20 power and sacrifice 5 points for 5 points of Divine magic you now have 15 power and 5 points of dedicated power. Keep track of these separately. Your power can go back up to 20 if you get enough experience checks because your dedicated power doesn't effect your regular power at all. If you use your divine magic you skill have 5 points of dedicated power to use on divine spells, you just have to go and pray for new spells at a temple and don't need to sacrifice more power if you don't want to.
Don't even get me started about spirit magic/combat and shamans in MRQ. It is a blight on the world of RPGs.
As for powerful sorcerers in RQ3. We found the best way to deal with them was to hit them with a sword. Preferably with a Truesword and bladesharp, backed with a Strength spell. If you had a sorcerer of your own, a little Damage Boost goes a long way. Usually it could do enough to overcome the sorcerer's Damage Resistance, and if it wasn't a critical hit would finish him. (Or just about anyone else for that matter.)
The massive range on sorcery spells wasn't useful unless you could somehow see the target. So you cast Sight Projection. The problem there is that a simple detect spell let you know it was there. Long duration Mystic Vision usually covered that, but if someone suddenly started choking for no reason Detect Magic, or better yet, Find Enemy was the first spell cast. Then a quick magic attack at the sensor went directly to the head of the offending sorcerer.
Oh, I guess one house rule we had helped with things. You could add additional magic points for defeating Counterspell, Spell Resistance, Shield and such at no extra time. So if said Smother spell was directed at a Sword of Humakt the sorcerer could expect a Sever Spirit backed with a crap ton of magic points to come flying his way almost immediately.
It would work something like, Surprise Round cast Smother. Round two Strike Rank 1, Sword's allied spirit casts Find Enemy, Strike Rank 2, Sword cast Sever Spirit backed by 30 or 40 magic points. This would usually have a 50/50 chance of killing the sorcerer outright. If the Smother had too much Intensity for the Sword's Dismiss Magic to overcome, there was always a DI. It should be noted that sorcerers, godless heathens that they are, do not get to DI.
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