[RQ-Rules] Wizardry

Andrew O.Mellinger andrew at crashbox.com
Fri Aug 5 17:19:33 PDT 2005


> 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.

     The 100+STR-enc makes sense.  Spellcasters in D&D never had to roll 
to cast a spell, and in fact never had to roll to target either, at 
least on directed spells (lightning, fireball, etc.)  That may be 
something you want to consider/playtest as well.

   Regarding Memorization:  I don't see any problems with having a 
skill, I just recommend making sure that the numbers work out for lower 
level characters so people will try it.  (I always hated the 1st level 
magic user with one spell.)

>> 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.

    That sounds fairly reasonable.  Be aware that completely changes the 
dynamic.   (I was leaning towards not forgetting the spell rather than 
dropping magic points.)  By dropping MP you leave the system open to 
the abuse of combining with sorcery or spirit magic.  Sure the initial 
rules say that shamans can't learn wizardry or sorcerers don't think 
much of it, but some player is going to want to use those MP.  They 
wheedle and compain and find someway to use that resource. (Even if it 
is charging other player's items.)  Also, if you don't have MP what 
powers the spell?  So I'd recommend finding someway to work MP into it, 
even if it just to prevent a future rules abuse.

   It is a tough thing to balance out.  The flexibility with the power 
levels.  As I am sure you have found out.  ;)

-Andrew

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




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