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One of my concerns with certain BRP settings is that there is little 'flash' for the non-casters. Elric! certainly feels this way, as did the old Stormbringer (I never got the latest version of Stormbringer).
Since skills are improved via use, there is no reason a person who casts spells can't also be good in melee combat. What, if any, thing does the new BRP do to address this? I'm not saying that casters shouldn't be able to learn to wield swords, but from a 'fun' standpoint, what do the non-casters get to help them remain relevant in a party of casters? |
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OK, they could learn dancing and/or etiquette, but that doesn't give their players more interesting things to do when a melee breaks out... Settings like Glorantha solve this by allowing everyone to do magic. But that's not suitable for every setting, and not to everyone's taste.
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Its expensive in MRQ, wherein level ups are limited by 'improvement rolls'. However, in more traditional BRP, improvement is solely based on use, so that doesn't necessarily hinder the player. If the skills are there, they can take them as they wish. I guess my issue is two fold. The player of casters have lots of different options and things they can do in combat, in addition to having the same set of options that non-casters have (weapon and skill use). They aren't prevented from being as good or even better than the character that begins the game as the dedicated 'heavy' simply because improvement is random and use based. After awhile, I'm concerned that the players who failed to pick magic as a concept will end up with little to do compared to their mystic companions. Now, MRQ handles this issue with a limited amount of improvement, which is one means of balancing the issue. the other would be providing some sort of special or focused abilities that are either incompatible with magic, or simply require a lot of extra focus from a character (preventing most cases of 'double dipping'). Or, I'm sure there are other options I've not considered. |
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For what it's worth, there is a longish section called "Powered Characters versus Non-Powered Characters" in BRP that addresses this issue.
Some of the options presented are:
Still elsewhere in the book are the Fate Point rules, allowing players to spend power points to affect dice results. This isn't a magic bullet to end the perceived problem, but given a finite number of power points, having non-powered characters using them to augment skill/combat rolls and having powered characters using them for powers seems to balance things considerably. (Incidentally, this very problem is why I introduced the Fate Point system - giving non-powered characters something to do in gameplay with power points.) Hope this helps.
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Basically a spell is a skill and purchased as normal. They pay the cost in Power, roll the dice and see if it works. The problem arose that magic is available and so the players got some spells from 5% to 40%...and then complained mightily. Why...because if you swing your sword and miss, what are you out? Not much. If you jack up your fireball, what are you out...about 3 Power...and you don't an unlimited supply... What I have found is that in my setting beginning players see all the powers and skills and options and sort of go nuts...they try to get everything at 10%...and they die. The second character actually develops into a concept and they start with skills in the 50%-60% range and are viable... I think that it really comes down to, IMO and experience, is concept...if you want to be a fighter...be a fighter...if you want to be a mage, be a mage, if you want to be a fighter mage, good for you, but you'll never be as good at either profession since you just don't have the resource pool to spread over that many skills. What this does is force character concepts and the use of "magic". Characters in my setting will now almost always use magic first or last...they no longer use it to solve problems, but to save themselves.... I hope that helps. -STS |
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SAN loss for Cthulhu spells, or the corruption from the BRP/MERP rules someone posted a link to recently. Also, make magic spells expensive in skill points, perhaps casters have to sacrifice POW to learn spells, spells can drain hit points/fatigue points/POW per so many MP expended, spells can age a character so many days/weeks/months per MP, you can add nasty spell failure charts ala weapon fumbles but mystical in nature. Spell use could attract attention from the gods or magic eating creatures like thought eaters or cerebral parasites from D&D, or magic could be illegal or heavily restricted like Traveller's psionics -- there may be instead or in addition to this a public prejudice against magic. Just some suggestions, Michael Hoxie |
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Well in RQ 3 sorcerers could only get weapons skills up to a max of Dex x4 (or was it x3 I cant remember) it was rationalised as not having time to pursue and maintain such skills since they spent so much time working on magic and lore.
In my own games I stopped anyone with a POW of under 16 having magic of any kind. Last edited by AikiGhost : 3 Weeks Ago at 14:57. |