[Runequest] What I did with little thought to the future.

David Cake dave at difference.com.au
Sat Feb 9 21:59:41 EST 2013

Apart from the issue Gary mentioned, that sorcery starts weak, and takes a long time to improve to a powerful level, which is intrinsic to RQ3 sorcery...
...no, I don't think your suggested change will make that big a difference. MRQ2/RQ6 etc now have one single skill allowing a wide range of different spells, so sorcery can obviously have a LOT more flexibility added to it before it starts to become unbalanced. And sorcery will still be slow, Divine magic will always be the alternative for ripping out a fast powerful spell in a hurry. And shamanism will always allow attack on the spirit plane, and for that reason be able to do things the other two cannot. 
Your sorcery rule will, I suspect, be just fine. 


On 09/02/2013, at 12:20 PM, Asher Royce Yaffee <ashersensei at gmail.com> wrote:

> Hi, All,
>    Without giving thought to the future, I did a few things to make sorcery more fun for my underage players.  The RQ3 sorcery system is a bit complicated for 7-, 8- & 10-year-olds, so I carry most of the load of making it work, of course.  I also added some house rules to make the spells more kid-friendly.
>    One house rule is that when a spell has parentheses, I tell my kids that they can choose which version to have ready for that day.  For example, if a sorcerer had the spell Form/Set (substance), then the kids would decide what substance they might need for the day.  This house rule has made sorcerers very flexible, putting a minimum burden of planning on the kids.  (Planning is a real weakness for kids, as you may know.)
>    Speaking of planning being a weakness -- oh the irony! -- I hadn't given any thought to how this house rule might imbalance things.  Right now, while I manage everything, it's all fine.  But when the kids are older and making more decisions, such as whether to min-max, how would things work out?
>    Would this house rule make sorcerers the only logical choice for characters pursuing magic?  Would players abandon the path of the shaman and the priest even if they wanted to choose those for their characters?
>    Your opinions and insights are warmly welcome.  Thank you ahead of time.
>    Sincerely,
> Asher
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