[RQ-Rules] Wizardry
grogthing
grogthing at yahoo.com
Fri Aug 5 07:45:08 PDT 2005
Have you considered using the sorcery system from
"Elric!"?
You can memorize a number of spells equal to your
intelligence.
You dont forget a spell after casting it.
Spells cost a number a magic points to cast.
I dont remeber how much study time is needed to
memorize a spell but you can choose at any time to
"forget" a memorized spell and replace it with a new
one from your spell book.
Very playable and already designed for BRP system.
I think you could take all the D&D spells figure the
mp cost for them and use the existing Elric! sorcery
rules above to judge memorization/use/casting of them.
Greg
--- Leon Kirshtein <leonbk at yahoo.com> wrote:
> --- "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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