Quote:
Originally Posted by Lord Twig
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.
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Think there are as many 'fixes' to MRQ divine magic as there are GMs. I allow Priest/Runelords to spend hero points to buy a pool for divine magic spells. You spend x hero points and the priest then can have that many points of divine magic.
As far as Shaman go, Well I bought Cults 2 when it came out and I am still trying to figure out the rules in it. Its a shame cause I have always like Shaman in RQ . I wonder did anyone try to read it befor it was printed or was it a rush job. I feel it needs to be totally rewritten.
And for spell range. I fell in love with White bear/Red moon befor Rq was around so I want my caster to be some how be able to attack those people 5 hexes away some how.