[Runequest] Multispell (RQ 3)

Fasulo ulo at metrocast.net
Fri Feb 19 08:10:52 EST 2010


Damn, I sent before I was done typing.

I was going to add that a sorcerer with 1% in a spell could never cast that 
spell with any manipulation using those rules.
----- Original Message ----- 
From: "Fasulo" <ulo at metrocast.net>
To: "RuneQuest Rules" <runequest at rpgreview.net>
Sent: Thursday, February 18, 2010 4:01 PM
Subject: Re: [Runequest] Multispell (RQ 3)


> There is the pdf Variant Rules For Sorcery by David Cake where your skill 
> in
> the spell determines how much manipulation you can use.
> ----- Original Message ----- 
> From: "Wayne Shaw" <shaw at caprica.com>
> To: "RuneQuest Rules" <runequest at rpgreview.net>
> Sent: Tuesday, February 16, 2010 12:40 PM
> Subject: Re: [Runequest] Multispell (RQ 3)
>
>
>>
>>>Actually I found the opposite problem as well. With as little as 1% in
>>>Duration, Intensity, and the spell in question, you can cast an
>>>Intensity 6* Duration 12 spell. Sure, you'll fail a lot, but that
>>>spell will last for months - you'll succeed eventually, even if you
>>>don't have a source of MPs to burn (and most PCs quickly acquire such
>>>a source).
>>
>> Yeah, Duration tended to be the elephant in the room (though you
>> could manage on a campaign level enough to make that low a level a
>> problem simply by having things come up a little too frequently for
>> them to want to keep burning magic points with that little a chance
>> of success).  But at some point the Eternal Buff was extemely 
>> problematic.
>>
>> And of course at the other end, sorcery was so useless at lower
>> levels if you weren't going to pursue it diligently, you didn't want
>> anything to do with it.
>>
>>
>>>Also, I don't really see the point in becoming a sorcerer. Here's what
>>>I mean. If you become a Shaman, you give up 90% of your time: but you
>>>get a fetch, and you can't get one any other way. If you become a
>>>Priest, you give up 50% of your time and income, but you get reusable
>>>divine magic, and you can't get that any other way.
>>>
>>>An adept sorcerer has to give up 75% of his time and income, but all
>>>he gets in return is a few percentiles that any self respecting player
>>>character would easily surpass by spending a fraction of that time and
>>>income on research or training. There aren't any rules that say you
>>>can't (for example) learn the familiar creating spells if you're not
>>>an adept - and indeed there couldn't be, since you have to learn them
>>>as an apprentice to BECOME an adept. Why wouldn't you learn what you
>>>want to learn, say "stuff this time and money nonsense", and bugger
>>>off with the goods? Yes, you could say that the community will exile
>>>you, or whatever, but why is sorcery only "balanced" with roleplaying
>>>considerations when the other two big guys (shamans, priests) get
>>>mechanical compensations?
>>
>> I believe it was assumed that the manipulations other than Intensity
>> were unavailable to anyone but people who'd at least become full
>> sorcerers, so there was that.
>>
>>
>>
>>
>>
>>
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