[Runequest] Sandy's Sorcery
Peter Brink
peter.brink at brinkdata.se
Tue Jul 28 18:22:06 UTC 2009
Gary Sturgess skrev:
> Are my experiences typical, or have
> you generally found sorcery to be more balanced than I have?
>
My impression, after having just two players running sorcerers, is that
RQIII sorcerers are near to useless when starting out, which my players
solved by becoming warrior-mages. Sorcerers become very powerful however
when they get skill levels at 80+, this is probably intended. RQIII
sorcery seems primarily aimed simulating NPC Magus sorcerers lurking in
their towers.
One way of solving the power problem is to rule that a spell can only be
manipulated using skill level/20 MPs. When a spell is mastered it can be
manipulated without any restrictions. Check out OpenQuest (A MRQ
derivative that adds some RQII/III concepts back into the mix) for a
single skill sorcery system. Combine with the manipulation cap and (at
least IMHO) you have a good manageable system.
You'll find OpenQuest at http://d101games.co.uk/books/openquest/
/Peter
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