[RQ-Rules] Wizardry

Leon Kirshtein leonbk at yahoo.com
Thu Aug 4 19:41:10 PDT 2005


--- "Andrew O.Mellinger" <andrew at crashbox.com> wrote:
> I've been looking at it and thinking about it for a
> while and here's my two cents.

Some very good thoughts here.
 
> Overall it looks intriguing, however I'm not sure
> I'd want to be a 
> player using it.  And for me that is often the acid
> test of whether 
> something is good or not.

That is why I brought it up here.  I felt it need some
work.  Its not quite right yet.
 
>   As a starting 'Magic User' (regardless of what
> other skills someone 
> has) they won't have a very high memorization.  So
> that means that they 
> are going to fail on most of the rolls to study a
> spell.  Let's say I 
> start off with a 35%.  (Or were you thinking of much
> higher? If so, 
> then why even bother to roll?)  

I was thinking a INT x3 as a starting percentage, so
you at right on.

> I was looking at
> most spells, and even 
> the low end D&D style ones are about four points.
> (The cantrip-ones are 
> one, but most are 4 or more.)  So for a starting
> character that is 40 
> minutes and with an average number of failures,
> learning something like 
> Acid Arrow would take 2 hours.   Then to cast it I
> make another 
> memorization (once again 35%) so we are looking at
> another 1 in 3.
> 
> So basically I have to spend 120 minutes to learn
> the spell the first 
> time, then cast it three times to even get the
> chance to make a DEX x 3 
> roll (even with a dex of 15 that's only a 45%) to do
> only 2d4 points of 
> damage to a guy.  Not really worth it.

Yes, I see the problem. I think a better idea would be
to change the casting percentage to 100+STR-enc.  This
would be more in flavor with the original idea that
Wizards should not be wearing armor in the first
place. I am also thinking of lowering the time to
memorize a spell from 20 minutes to 10 minutes.  I
still want to keep the Memorization roll to ready a
spell, since will limit on the amount of stacking
which can be done.
 
> Echoing what Michael said:  If you've got MP why do
> you need forgetting 
> the spells?  It seems like a double penalty to me. 

Ok, in that case I can get rid of the magic point cost
and half the points of the spells. They will work like
Divine spells to represent their effective mp cost,
but point for point (half for stacked points).  

For example Acid Arrow would take 20 minutes to
memoraze and count as a 2pt spell versus CounterMagic.
 If the caster stacks 2 of them then it would count as
a 3pt spell, and so on.

Thanks for the ideas so far guys. They really help.

Leon 

> > http://68.197.33.44:8245/Wizardry/rules.asp
> >
> > http://68.197.33.44:8245/Wizardry/default.asp



		
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