[RQ-Rules] Wizardry

Leon Kirshtein leonbk at yahoo.com
Fri Aug 5 19:00:38 PDT 2005


>      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, 

In D&D3E they do if they wear armor or carry a shield
as those give a chance of "Arcane spell failure".

> at 
> least on directed spells (lightning, fireball, etc.)
>  That may be 
> something you want to consider/playtest as well.

That is because these are area effect spells! I plan
to leave them as such.
 
>    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.)

Assuming a starting character with an INT 15. To
memorize a 1 point spell he would need to spend 20
minutes and roll under 45. If he wants another point
that is another 20 minutes and a roll under 35 and so
on.
 
> 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.)

Not really a problem.

> Also, if you don't have MP what powers the spell?  

Same thing that power Divine spells.

> So I'd recommend finding someway to work MP into
> it, even if it just to prevent a future rules abuse.

There is a natural built in limitation. You need Free
INT to memorize Wizardy, therefore you will know less
Spirit Magic or will be lowering Presence in the case
of Sorcery.

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



		
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