[RQ-Rules] Wizardry
Leon Kirshtein
leonbk at yahoo.com
Thu Aug 4 12:55:08 PDT 2005
>Just a couple of comments. I like the idea and some
of the spell treatments. So much so that I think Ill
make use of them myself if opportunity presents
itself. One thing that
I didnt see is: what is the % chance to cast a spell?
Is it a skill or is
it power based.
There are several possibilities. I am considering,
either 100% - encumbrance (if encumbrance is greater
than STR + SIZ), or Memorization skill (base INT x3).
What do you think would be the best way?
>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 its cast serve
as limits on spell use, so is it necessary to have
both for a wizard?
The fire and forget system forces the caster to choose
spells ahead of time and limits access to spells. A
wizard may have dozens of spells in his spellbook, but
must choose which to carry around with him. Magic
points serve as a limit on what kind of spells the
Wizard memorizes. I certainly do not want characters
using only 9th level spells.
>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).
The way I figured magic point cost was D&D spell level
x2. This spell may seem to be a bit expensive, but it
has advantages other FireBlade in that it generates
light and it does not hurt the caster.
For now I am not really concerned with viability of
individual spells, but rather more the mechanics of it
as a whole.
Leon
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