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The free int loophole involved storing all your spells in bound spirits so you had massive ammounts of free int, therefore being able to to cast spells with huge durations and magnitudes - usually to cast powerful buffs on the entire party that lasted months or years.
I just had a long discussion about this a few weeks back - I think on RPG net - about RQ3 Sorcery. I was holding it wasn't broken - I'd always assumed that it was working as designed. Someone who actually gamed with and did some work for Chaosium back in the 80's swears that the designers and playtesters let it slip through testing and it was broken - they never actaully envisioned people having enough Free Int to do what I've described. I still have a hard time believing a game designer can write a table that has something like: Duration 20+ years and NOT realise people are going use sorcery in that way. |
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I was more satified with the sorcery system I might add as I thought the ranges where off in RQ3 as any powerful mage had a longer range then a ICBM . I would like to see a little more range then in MRQ but i can work with it. |
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![]() I agree though. The linear progression in MRQ is much more limited at the high end than the factorial progression in RQ3 - probably the best solution in this case would have been arbitrarily assigning values for range and duration rather than applying a formula. But it does remove the long term buffs - which really were a chore. Cast a 15 point buff spell a few times, rest and recharge all your pow storage, cast a few more times, rest and recharge, wash rinse repeat until your whole party is buffed. Now keep track of all the durations. A pain really - I mean who wouldn't do it if it meant running around with a bunch of physical and magical protection and damage boosting up all the time - but a pain none the less. |
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While trouble it was, people found it worth the trouble - trust me. I've seen it some, and seen it complained about a lot. And I really don't mind it that bad - you had to be very powerful to make it worthwhile at any maginitude beyond a few points - and then what is the point of being very powerful if you can't be, well, very powerful?
But it was a time waster and bookeeping pain. |
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BTW, I didn't catch this before, but a long term Haste spell in RQ3 is a great way to disable someone. A INT2 spell would knock someone out in under 10 minutes. And keep them out for the duration! ![]() So that's how Yrkoon did it! ![]()
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But the net effect was that sorcery was completely lobsided, in the same way that original D&D magic was, and unlike either of the other two RQ3 magic systems; at the bottom end it was next to useless and at the top end it was such a generic force multiplier that it mattered more than almost anything anyone else in the party could do. |
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Without Int spirits and a lot of sources of renewable magic points, it wouldn't have been nearly as severe, but RQ's always had a lot of those; if anything it'd have been even worse in RQ2 because there was less overhead on bound spirits than there was in RQ3 spirit binding. |
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And that's the issue; a lot of games get through design and playtest because no one really explores them fully (this is particularly true with magical and technological systems with a lot of twiddly bits), and then out in the great wide world, someone finds a trick, at which point it becomes a big problem.
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Which is all why I find MRQ Sorcery refreshing. I had no problem playing with RQ3 sorcery, and the counter to a good mage is always a better mage, so you could always keep things challenging.
But the shorter range and duration of MRQ Sorcery make the whole long term casting thing obsolete, and it's simpler use is nice in play. Even starting casters are moderately effective while 100%+ sorcerers, though still really powerful, are not gods. |
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