[Rq-rules] Re: Divine Magic
Eric Bailey
lordtwig at cyberkeep.com
Wed Nov 29 15:04:12 PST 2006
I am new to this list and I must admit to being slightly amazed by
the attitude towards Divine Magic. Everyone in the groups I have
played in has always sacrificed for Divine Magic and thought it a good deal.
Generally it worked like this:
As you adventure your Power slowly climbed towards 21 (human max).
When your Power reached around 17 or 18 we would start to sacrifice
for a point or two of Divine Magic. If you didn't your Power gain
would slow down even more until it stopped completely at 21. Usually
16 was thought to be an optimum place to keep your Power for a good
chance of overcoming people with spells and being able to gain Power
afterwards.
Now you wouldn't use that magic unless it was an absolute emergency.
It is not common magic like Spirit Magic, it is Divine Magic. But if
you had a Zorak Zoran berserker bearing down you, it sure is nice to
fire off that Truesword for double weapon damage in one Strike Rank
instead of trying to get a Bladesharp 4 off. Yeah, good luck with that!
Once you had about 5 or 6 points of Divine Magic saved up it was
pretty certain that you had the skills necessary to become a Rune
Priest, so you would dump another 4 or 5 points or Power for Divine
Magic to get up to 10 and try and become a Priest. Once you were a
Priest, then the Divine Magic would start flying! We easily had
characters with 40 or 50 points of Divine Magic after a few years of
playing the same campaign.
Once you have a Rune Lord tear through the party with a Truesword (or
Crush 4 or Slash 4) and Shield 4 up, they will learn the worth of
divine magic. Elves with Arrow Trance and Chameleon were also
incredibly deadly.
At 02:17 PM 11/29/2006, Joseph Elric Smith wrote:
>That is how our group viewed it as well
>ken
>
>Gygax is to Gaming what Kirby was to comics
>Alas poor Elric I was a thousand times more evil than you
>
>Slice N Dice: Game and Pizza Parlour
>
>WWBYD What would Brigham Young do ?
><http://www.geocities.com/J_Elric_Smith/Index.html>http://www.geocities.com/J_Elric_Smith/Index.html
>----- Original Message -----
>From: <mailto:DevinC at aol.com>DevinC at aol.com
>To: <mailto:rq-rules at crashbox.com>rq-rules at crashbox.com
>Sent: Wednesday, November 29, 2006 2:26 PM
>Subject: Re: [Rq-rules] Re: Divine Magic
>
>In a message dated 11/29/2006 9:00:04 A.M. Pacific Standard Time,
><mailto:alanjrichards at googlemail.com>alanjrichards at googlemail.com writes:
>"I definitely noticed players not choosing Divine Magic as it seems
>very expensive to pay permanent Pow for a one-shot spell. And as a
>player I definitely avoided it for that reason. "
>
>
>When I played RQ 2 and 3, I preferred, as an initiate, to view
>Divine Magic as a sort of cheap DI. You sacrifice for it, and you
>keep it available for when your life is on the line. I think that is
>how Divine Magic should work for initiates. They get enough magic
>with spirit magic/battle magic. The fact that divine magic reusably
>was only available to rune levels helped to make that status exalted
>and elevated.
>
>Devin
>
>
>
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