[RQ-Rules] RE: Wizardry

Alban de ROSTOLAN aluban at yahoo.fr
Thu Aug 18 03:38:42 PDT 2005


"Hibbs, Phil" <phil.hibbs at capgemini.com> a écrit :


I think to do D&D style wizardry in RQ, you have to get away from Magic
Points. D&D wizards are more like channeling wizards whereas magic points
are essence, to steal a term from Rolemaster (although that system bottles
out on the concept completely, as essence and channeling have access to
identical power levels). D&D wizards get more spells as they advance in
skill, not as they acquire more magic batteries. 

Sandy Petersen's sorcery rules offered an excellent way to simulate D&D-like magic with the Art of "Hold". With this art you could prepare your spells and hold them within your Presence until needed.

To me, those rules are a good basis to recreate D&D-like wizardry.

Maybe this progression
could be simulated by having a relatively high MP cost (comparable to spirit
magic), but have the spell cost only 1MP if a special success is rolled, and
zero for a critical. The justification here is that the power for the spell
is supposed to come from the material components.

Wow. Sounds a little drastic for me. I'd rather half MP cost on a special and divide it by 4 on a critical.

		
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