[Rq-rules] Re: Forgotten Magics
Leon Kirshtein
leonbk at yahoo.com
Mon May 8 07:25:59 PDT 2006
I have always had spirit spells which affect
induvidual skills. Basically, the spell will add
either +10% or +5%/+1, if applicable, per point (they
are all variable) to some skill. I did not bother
listing them all in my database since there are too
many skills.
I have had characters in my game take the following
spells amongs others:
Cover (adds to Hide)
Draw Poison (adds to Treat Poison)
Glib Tongue (adds to Fast Talk)
Deal (adds to Bargain)
Copy (added +5% to Write and +5% to Forgery)
Leon
--- rq-rules-bounces at crashbox.com
<stolenbjorn at hotmail.com> wrote:
>
> > The trouble with this idea is that unless you
have a potter in your
> >campaign, you wouldn't want >to write up a potter
cult. So, unless you've a
> >lot of time on your hands, there isn't much point
>writing up speciality
> >spells for all the different crafts.
>
> This is an example of stuff that irritates some
Norwegian RPG'ers: We don't
> say "unless you have a warrior in your campagin, you
wouldn't want to write
> up a warrior cult."
> The point the "anti combat focus people" tries to
make, is that a RPG (that
> doesn't confess to be a pure combat-driven RPG)
should not have any more
> focus/specialisation towards combat than towards
other fields in life.
> In RQ3, there are special rules for combat (choosing
between sweeping
> attacks or overhead-blow-attacks, etc) that
indicates that combat is "more
> importaint" than other fields.
>
> I don't concur with this wiew, as I find other
factors, like setting, the
> anticipation of the players and the focus chosen by
the GM to have more
> influence of the focus of the game than the (focus
on combat in the) rules,
> but their wiew have made me reflect on the nessecity
of having special-rule
> upon special-rule when it comes to solving
combat-situations.
>
>
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