[RQ-Rules] Wizardry
Michael Christian
michael at messiahbomb.com
Thu Aug 4 05:55:15 PDT 2005
Just a couple of comments.
I like the idea and some of the spell treatments. So much so that I think
I'll make use of them myself if opportunity presents itself. One thing that
I didn't see is: what is the % chance to cast a spell? Is it a skill or is
it power based.
One of the things that always bugged me about D&D was the "fire and forget"
nature of magic. It never made sense to me. So much so that even before
playeing Runequest we had adopted a magic point system in our D&D games.
Both a point system and the caster forgetting the spell once it's cast serve
as limits on spell use, so is it necessary to have both for a wizard?
Some the spells seem to have excessive MP costs for what you get. Compare 8
point wizardry Burning Sword ( The enchanted weapon deals +1d6 points of
fire damage on a successful hit, which is increased to +2d6 on a special or
a critical hit. 1 Minute Duration) to 4 point Spirit Magic Flame Blade (3d6
replaces weapon damage, 5 minute duration).
----- Original Message -----
From: "Leon Kirshtein" <leonbk at yahoo.com>
To: <rq-rules at crashbox.com>; <rqaddicts at yahoogroups.com>
Sent: Tuesday, August 02, 2005 5:02 PM
Subject: [RQ-Rules] Wizardry
>I have been looking for a long time for a way to
> integrate D&D type magic into RQ. This is what I have
> come up with so far:
>
> http://68.197.33.44:8245/Wizardry/rules.asp
>
> Some converted spells are at:
>
> http://68.197.33.44:8245/Wizardry/default.asp
>
> I would really like to hear your opinions on these
> rules and of course any suggestions are welcome.
>
> Leon
>
>
>
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