[RQ-Rules] RE: Wizardry
grogthing
grogthing at yahoo.com
Thu Aug 18 07:38:14 PDT 2005
Well if a person really wants the D&D magick system in
RQ, the only thing that that D&D has that Rq doesn't
is levels.
So you just have to have a wizardry skill % / level
conversion.
Here is the wizard spells per day progression chart
from the SRD.
Instead of this being a per level chart covering 20
levels of progression, you divide 100% by the 20
levels provided to give you the % value of each
progression = 5%.
So you change the level chart to a skill percentage
chart. Each full 5% of skill in Wiazardry takes you up
a level on the chart and you can use the D&D spells
right out of the book.
| Spells Per Day |
|0/1/2/3/4/5/6/7/8/9|
|3/1////////|01-05%
|4/2////////|06-10%
|4/2/1///////|11-15%
|4/3/2///////|16-20%
|4/3/2/1//////|21-25%
|4/3/3/2//////|26-30%
|4/4/3/2/1/////|31-35%
|4/4/3/3/2/////|36-40%
|4/4/4/3/2/1////|41-45%
|4/4/4/3/3/2////|46-50%
|4/4/4/4/3/2/1///|51-55%
|4/4/4/4/3/3/2///|56-60%
|4/4/4/4/4/3/2/1//|61-65%
|4/4/4/4/4/3/3/2//|66-70%
|4/4/4/4/4/4/3/2/1/|71-75%
|4/4/4/4/4/4/3/3/2/|76-80%
|4/4/4/4/4/4/4/3/2/1|81-85%
|4/4/4/4/4/4/4/3/3/2|86-90%
|4/4/4/4/4/4/4/4/3/3|91-95%
|4/4/4/4/4/4/4/4/4/4|96-00%
Greg
--- Leon Kirshtein <leonbk at yahoo.com> wrote:
> 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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