[RQ-Rules] RE: Wizardry

Leon Kirshtein leonbk at yahoo.com
Thu Aug 18 07:13:30 PDT 2005


Sorcery is sorcery and no matter how good Sandys rules
are (I think they are excellent, with some
modifications) they do not mimic D&D magic at all.

Leon
--- rq-rules-bounces at crashbox.com <aluban at yahoo.fr>
wrote:
> "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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