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  #101 (permalink)  
Old October 16th, 2007
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Originally Posted by Nightshade View Post
I'm not particularly convinced this is true when compared to many post 4th level spells, honestly. The limitation usually is the fact that there's a functional cap on most rune magic in that there's no fixed power spells about 3 points; that means unless you're writing your rune magic to no common standard, there's a cap beyond how powerful a rune spell can go, and given that the exemplars here tend to be things like Slay Living (its been a while so I may be confusing the name with a spell from another system--the spell that's usually only reusable by Humakti in Glorantha) or Sunspear, those are functionally the top end of the power level, and those aren't compareable to 6th or higher level spells in D&D, or some of the more potent magic that can be found in other systems.
You lost me in your logic above, but I'll try to answer what I understand. Severe Spirit is the spell you're looking for and it's hard to imagine anything much more powerful. A single POW vs. POW roll leads to automatic death for someone at a range outside of any physical attack. Even if the caster fails to overcome POW, the target takes 1d6 damage, enough to drop human sized creatures.

Sunspear and Thunderbolt have tremendous power. You don't even get a Saving Throw in RQ. A Thunderbolt can be stacked, there's no armor protection, no magical protection that works against it. It can be use on one target or split between multiple targets. There's no upper limit on it. I don't recall if Sunspear has the same ability.

If you want large area effect, there are Earthquake spells, Cloud Call, etc. They're hard to build to enough power to have large scale effects, but it can be done.

I understand how someone can mistake those as lacking in power, but I don't buy that they actually are lacking power. In many ways they're more powerful than most D&D spells because there's no ability for the target to resist the spell at all in many cases. In D&D you always get some sort of Saving Throw and it's not reduced by the caster's power.

I think the biggest problem is just that the divine magic is spread out and is a very different take on magic than learning a bunch of discrete spells ala D&D. Also, I don't necessarily expect everyone to prefer to RQ take on magic either, but I don't buy that it's less powerful, especially in regard to the physical power level of PCs and NPCs in the game.
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  #102 (permalink)  
Old October 16th, 2007
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Originally Posted by Trifletraxor View Post
<cough!> hero points. <cough!>
Which the players in my RQ3 game absolutely love. There'd be a riot if I took them out again.
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  #103 (permalink)  
Old October 16th, 2007
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yeah. Heropoints are similar. But at least they describe a better system than the idiotic fate points of warhammer. You can use one HP and it is away either by modifying a dice roll or by buying a ability.

In Warhammer they regenerate at midnight to full value 2-4. (or even more) You can expend them every day. Additionally each of them save you life once. Even if this lifesaving consumes your FP you get new ones without much difficulty.

So there is some difference in HP and FP.
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  #104 (permalink)  
Old October 16th, 2007
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are those the fate points in WFRP 2e?

in 1st ed., once they're spent, they're gone. very hard to get new fate points!
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  #105 (permalink)  
Old October 16th, 2007
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Originally Posted by beeber View Post
are those the fate points in WFRP 2e?

in 1st ed., once they're spent, they're gone. very hard to get new fate points!
WFRP 2 has two sorts of points - Fate and Fortune.

Fortune points are used for minor dice bumps, rerolls, etc. They regenerate daily.

Fate points are used for "get out of death free" sorts of major dramatic effects on the game. They do not regenerate.
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  #106 (permalink)  
Old October 16th, 2007
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Originally Posted by soltakss View Post
Which the players in my RQ3 game absolutely love. There'd be a riot if I took them out again.
You may be relieved to know that one of the new things in the BRP rulebook to come are... a hero point system.

It's not revolutionary, and is an optional rule in the GM section, but it differs a bit from the extant hero/fate/drama point systems in that it uses an existing player resource - temporary power points (also known as magic points).

With the ability to spend power points (not characteristic POW) to affect in-game results, now every character has a reason to pay attention to that value, no matter whether they're a magician/sorcerer/psychic/mutant/superhero, or just a normal human.
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  #107 (permalink)  
Old October 16th, 2007
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Interesting. I'll think about it, but my way to simulate 'fate points' has always been using the Luck roll. Did that come out of one of the previously published Chaosium games, or is it new for this book?
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  #108 (permalink)  
Old October 16th, 2007
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I guess it is good that it is in there as an optional rule for those that like them. Personally I don't care for them. Feels cheesy to me.
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  #109 (permalink)  
Old October 16th, 2007
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Quote:
Originally Posted by Jason Durall View Post
WFRP 2 has two sorts of points - Fate and Fortune.

Fortune points are used for minor dice bumps, rerolls, etc. They regenerate daily.

Fate points are used for "get out of death free" sorts of major dramatic effects on the game. They do not regenerate.
Yes. But Fortune and Fate points are linked together. So if you use a Fate point as life safer you loose a Fortune point too. And if you gain one point through gaming you can use it for both things. Thats why I used the same name.
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  #110 (permalink)  
Old October 16th, 2007
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Originally Posted by Lord Twig View Post
I guess it is good that it is in there as an optional rule for those that like them. Personally I don't care for them. Feels cheesy to me.
The same with me.

But maybe some time I can be "persuaded" to play a more heroic BRP game, who knows?

Important to know is that those points are an optional rule and not a core rule (like in Warhammer)
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