[RQ-Rules] RE: Wizardry

Leon Kirshtein leonbk at yahoo.com
Thu Aug 18 07:10:38 PDT 2005


I am convinced that the spells should not depend on
magic points, but having the spells cost less on a
special does not really help. I am still looking for a
nice progression system, which would allow a wizard to
learn and cast more spells as time goes on. What I am
using now is a combination of the characters INT,
which also serves to limit the characters access to
spirit magic and sorcery, and decrease chance of
memorizing an additional spell of the same type. But,
these do not prevent a character to memorizing only
the most powerful spells. I am still open to
suggestions on that.

Leon
--- rq-rules-bounces at crashbox.com
<phil.hibbs at capgemini.com> wrote:
> 
> 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.
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.
> 
> Phil Hibbs.
> 
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