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The problem is that it wasn't just a better mage; it was specifically a better sorcerer. It meant opposition that didn't have sorcerers (as was the case with any barbarian or lower culture) weren't in the running. I don't think that's good game design. The effect would have been less severe (though I still think unbenign; I don't see the primary function of a mage is to augment the hell out of the rest of the players) if sorcery was the only magic system.
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![]() Sorcerers in RQ3 did become dominant, but not totally though - dispel magic works just as well on 20 year duration spells as shorter ones, and Divine casters could easily access 5 or 6 point Dispel Magic spells (I may have the precise spell name wrong - but you get the idea). But in the end high level sorcerery is not that much fun. All the augmenting and so on a chore - and as a GM you need to specifically go after the sorcerer(s), and design your combats around them (making sure you have enough counter magic cababilities and then peeling away the magical defenses). I rarely had sorcerers in the 90% + range in a bunch of their skills, but even at that level they become the focal point of the game in many ways. Not unsurmountable, but the dominant factor. |
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Well, I felt the same way - how could they NOT anticipate this. The first time I read the rules to RQ3 and looked at the Sorcery duration table I knew this was coming, and it didn't take long to figure out how (ahh, Free Int limits it, ah-ha, you can store spells in spirits). I'd always just figured that was the way it was supposed to be. But someone over at RPG net who is actually credited on some early RQ3 stuff swears that it was unforseen. I looked for the link earlier but the search at RPG net is not working and the sheer volume of threads over there made me give up my manual pouring over pages of old threads. I have to take his word for it, as I haven't met the people who designed and tested RQ3 and he has. |
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So I think people are really understimating how this could fly under the radar, given the vagueries of game style and playtesting events. |
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I do recall hearing back in the day that, for all intents and purposes, sorcery was not play-tested. Pretty much everything that was new in RQ3 was written and theory-tested (i.e. they read it and thought about it a bit) and some bits were used in house campaigns but that was it. People tend to forget that playtesting in the late 70s and early 80s meant the designers and friends playing some games together.
Personally I would say that MRQ sorcery is a far-better scaled system than RQ3 sorcery. I played a lot of RQ3 sorcery and prefer MRQ as it is more immediately useful and scales nicely. I don't like MRQ rune magic because I don't like rune integration and because it falls between two schools - it is neither commonplace nor is it exciting and exotic. You could ignore the need to integrate runes but keep the runecasting skill but I prefer RQ3. I don't like MRQ Divine Magic but the way it has been used in Elric with Dedicated POW and pacts is superb. Sadly RQ3 Divine Magic was pretty badly borked for initiates as well. Oddly, MRQ Divine Magic works better for initiates than RQ3 divine magic did and, as I understand it, is closer to how Greg Stafford envisions divine magic working in Glorantha. Similarly, although MRQ spirit magic/shamanism got borked by an editor once you figure out how it is meant to work, it is massively better than RQ3. It's hard to compare MRQ magic with magic in BRP because they do quite different things. BRP magic is, as I see it essentially, D&D-style magic-user character class based (oh the irony) while the nearest analogy, MRQ sorcery can be cast by anyone. The adaptation of MRQ sorcery to Gloranthan sorcery through the use of Grimoires is really rather neat. My personal intention is to use the best of BRP and MRQ to do my own thing. The one problem with MRQ which runs through everything is that they outsource everything. The authors are talented but end up working with partial information so their manuscripts need fitting into the system. Unfortunately the editor doesn't have the knowledge to do this and, basically, just edits to make the pages fit. Everything is done in a blinding rush and, surprise, surprise you get big flaws. My favourite is the use of the Wisdom characteristic in Legendary Heroes. That's why I don't buy physical books from Mongoose. Too many problems with the editing cycle. |
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That doesn't mean that I don't think that MRQ's sorcery isn't better too, or Sandy Peterson's, or several others. |
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I beleive now that Sorcery was released with unforseen consequences, namely because people who know the designers keep telling me so. But back in 1983 or whenever (I bought RQ3 probably within the first week of its' release) I'd just assumed it was working as designed. Long term boosts were a feature, not a bug, so to speak. That was, after all, long before internets and game forums were commonplace, back in the dark ages when character sheets could be sold in packs rather than downloaded freely.
And honestly I've held that belief until a few weeks ago, when due to this interweb thingy people started telling me it was all borked up. But the fact is I played with it, and used it, and calculated costs and strike ranks and durations, and even liked it. I schemed to abuse it as a player, and worked hard as a GM to challenge players who got good at it, but I'd accepted that was how it was. I know people griped about it (too complex, too weak then powerful), but always dealt with it, and it never broke any games - though in the end it did make them a bit of a chore (but hey, that is roleplaying a sorcerer for you - numbers and logic and study and preperation, all work and no play...). |
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