I stole pretty much completely Sandy's sorcery rules, vows and all.<div>Off the top of my head, in those rules you're limited to skill/10 for maximum manipulation, or skill/5 if you're a specialist in that field.</div>
<div><br><div>Then I took the Tekumel Sorcery spells, edited them to fit my 'Tekumelization' of Western Sorcery'* concept, and slapped them into the game.</div><div><br></div><div>* my point is that while the spells in the magic book are generic and wonderfully flexible, they're almost too generic, and I like the idea of complicated functional spells with fixed costs ending up slightly more efficient/economical than the generics. Basing them on the 'spirit magic power yardstick' that 1mp does 1d3 damage, I might have a sorcerous zap spell "Azure Eldritch Bolts" that is 2mp for 2d3, but the intensity is fixed. </div>
<div><br></div><div><br></div><div><br></div><div><br><div class="gmail_quote">On Wed, Jul 27, 2011 at 9:17 PM, <span dir="ltr"><<a href="mailto:royce@efn.org">royce@efn.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Greetings All,<br>
Thank you all very much for your helpful responses to my previous<br>
questions. Having reflected on these answers, I have some follow-up<br>
questions.<br>
<br>
Assuming that I wished to "fix" rather than replace the RQ III sorcery<br>
rules, do you have any thoughts on how the following house rules would<br>
work out?<br>
<br>
1. To limit crap-shots with low skill, high-power spell casting, limit<br>
magic points per spell to the tens digit of the skill for the spell in<br>
question. For example, a character with 37% skill in Impotence could only<br>
spend up to 3 magic points on casting it. (I stole the idea for this<br>
limit from OpenQuest.)<br>
<br>
2. To take advantage of house rule #1, tidy things up a little, and allow<br>
sorcerers to focus on specific spells, eliminate the manipulation (range,<br>
duration, intensity) skills. If your character has 85% in Erectile<br>
Enhancement, then he or she can freely spend up to 8 magic points on<br>
range, duration, and/or intensity.<br>
<br>
3. Eliminate Free Intelligence. An INT-based limit on manipulation seems<br>
unnecessary after house rule #1. In that case, would it be best to limit<br>
the number of memorized spells to half of INT?<br>
<br>
I know I'm already trying to impose on my fellow RQ'ers quite a bit<br>
already, but I have yet another question.<br>
Assuming that I wished to replace the RQ III sorcery rules with<br>
something else, do you have any thoughts on importing Stormbringer or<br>
Elric! sorcery rules?<br>
Which edition would import most easily? Which is least imbalancing?<br>
Which is coolest? Which is the most creepy? :-)<br>
<br>
Many thanks ahead of time for any and all responses.<br>
<br>
Sincerely,<br>
Asher<br>
<br>
<br>
<br>
<br>
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</blockquote></div><br></div></div>