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I don't accept to pay the price they are asking for with the low quality of their books (binding, printing, proofreading). Of course, the fact that I don't like their rules does not makes me more lenient, but if the rules were the only problem, I would buy the world books, which I don't because of my bad experience with their products. Runequestement votre, Kloster |
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Cheers, Nick
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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The WoW approach railroads your character very much into a "character class" model, where either you get magical training or you don't, and that "fixes" your character. I'm unclear if a character without magical training could get it in play, for example; maybe that's something I'll get from the BRP rules when they (finally) turn up. I'm just brainstorming, really. When playing RQ I always liked the fact that, in principle, your character was capable of anything, but just needed to develop the skills - there were never any overt rules-imposed blocks on what your character could & couldn't do (no one saying your hamfisted sword-wielding barbarian couldn't _eventually_ learn how to pick locks, for example). I think I'm trying to keep that feel in my game. Cheers, Sarah |
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Cheers, Nick Middleton
__________________
"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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A lot of people complained about RQ3 Sorcery being broken. Too weak at low power levels, way to powerful at high levels, easy to abuse, requires gobs of stored power, and too complex. Personally, I liked RQ3 Sorcery and never held any of the aforementioned 'faults' against it - it never caused problems in my games. But I find MRQ addresses the above issues well without giving up flavor or functionality - it is more powerful at lower levels, less powerful at higher levels, less subject to abuse (speaking of the free int/spirit loophole), and is simpler to use. I like that magnitude is based more on skill than raw MP - a skilled sorcerer can cast powerful spells a number of times with his own MP without relying on stored MP. So I'm just curious as to what you don't like about it. I'm not challenging your assertion, and obviously personal taste is a factor, but I don't see any way they fucked it up (like, you know, a number of other things). |
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One of the points we like with sorcery is that it is in line with the rest of the system, that is start small and grow. I agree it is simpler to use, but I think that for RQIII, the raw power is not mainly based on MP. You need MP (often stored), Free INT and skills (roll is made against the lowest of the percentage). And by the way, what is the free int/spirit loophole? Runequestement votre, Kloster |
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The Magic system does differentiate between magicians and non-magicians, but allows non-magicians to learn spells. It also has a section called "Becoming a Magician" with guidelines for a non-magician to become a magician. Furthermore, there is absolutely nothing stopping a GM from allowing any player to become a magician and spending their skill points freely. The Sorcery system has an entry requirement of POW 16+, but if the PC has that, the sky is the limit (or rather, his/her INT is the limit). Sorcery spells don't use skill points, so they're completely outside that field of advancement. |