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You forgot to mention that MRQ sorcery allows you to cast un-Manipulated sorcery spells for ZERO power points. So, after every battle the sorceror can completely heal everybody's wounds, for free! Now that's POWER! ![]() (Sorry, couldn't resist ) |
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Oh dear, NOT "The Way it was Meant to Be", I'd say! Still, maybe it can be fixed (simply "minimum 1pp", perhaps?).
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![]() I appreciate BRP Sorcery is not in the same continuum as the RQ Sorcery systems, but IMHO it's a simple, elegant, and very scalable magic system with some cool summoning rules, and one which I'll be using as my principal BRP magic system. Comparing apples and pears, really, but it's definitely *not* like RQ3 Divine Magic! Cheers, Sarah |
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My bad. I was referring to the automatic casting roll only. In any case, it was rather confusing on the part of Chaosium to name it Sorcery, since traditionally RQ Sorcery it skill-based magic while the other magic systems are auto-casting or characteristic-based. But the name was taken from Stormbringer, yes.
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This has been discussed for a long time on the appropriate forum. The fix is already on the MRQ Wiki: if you fail the roll, you pay 1 MP (or PP if you prefer). However, if you took the time to actually test it in play, you would notice that the zero magic point rule is definitely the best improvement, and the system is worth trying even without the fix.
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On the contrary, I remembered. I mentioned "cantrips at zero PP", and that is one of the improvements in the magic system. Treat wounds is one of the spells that need reworking, because repeated castings have a cumulative effect. Together with Shapechange, Fly and others. But this is the first time we have a Malkioni Magic system that does not make you feel "Sheesh, we should rework it from scratch!"
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I read some complaints on the Mongoose board, especially about the Heal spell, but they mentioned a few others. Anywhere where that's been put together in one place? I'd think the easiest fix for Heal would be to say that its not cumulative... a wound can only be healed by magic once, so do you want it to be a Heal 12 or a Heal 1? After that, you are left with time and first aid. |
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I've played and used RQ sorcery a lot.
RQ3 (after the errata) is book-keeping heavy. Most spell casting is actually done during down time with sorcerors pre-casting long duration spells on themselves. It's not a "plug and play" system as even the weakest spells tend to need multiple Power Points(*) to cast. Once you have a powerful Magus though (e.g. about 50 years of game time) then they're humongously powerful. Summary: High book-keeping, extremely weak at low level, probably over-powered at high levels. RQ4. This attempted to downgrade the top end of sorcery and adopted some ideas from Sandy Peterson's system. Still requires extremely complex book-keeping. Sandy's system. A very different beast. Much of the system requires Gloranthan cosmology because sorcerors gain power by taking restrictive vows. You could re-engineer it into other game worlds. Tends to require a lot of book-keeping and downtime. MRQ. The simplest system. At first glance looks like RQ3 as sorcerors have skills for each spell and each art. However spells cost far fewer PPs to cast. Cast at the base level they cost nothing. Because MRQ makes POW gaining a lot harder than other versions of RQ, MRQ sorcerors can generally make a decent fist at magic using just personal power. MRQ is the strongest sorcery system at the bottom end but progresses in a linear gradient rather than exponentially as does the rest of RQ. MRQ is my favourite but has one HUGE problem; Mongoose's right hand never knows what their left hand is up to. Thus, the spells have been basically copied from RQ3 without noticing the differences in the system, especially the ability to free cast base level spells. This means that some spells are ludicrously overpowered, some the reverse and some simply don't work. You can't seriously run MRQ sorcery as written because of this. |
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My concerns with it are the following: 1) As mentioned, I think many spells need to be tweaked so as to prevent abuse. 2) Improvement. The system works in MRQ where you decide which skills go up, but since you activate several skills in a single role, how do you decide to handle improvement rolls in a "use=skill check" system? I was thinking that each time you used meta-magic skills while casting, you'd only get a single check and it could go to any one of the skills involved. 3) Power. I definitely agree that its finally a potent magic. Is it too potent though? Any Sorcerer can through out an Intensity 5 or 6 spell for a single MP, while spirit and even divine mages are struggling. Is this not imbalanced too much? I mean, I guess since I'm not using Glorantha I could ditch Spirit magic full stop, but I'd probably use Divine magic for Priests and I guess Sorcery for Arcane. Any thoughts or experiences would be appreciated. Cheers! |