Some Q's ...
Hi all,
I am a newcomer on the Daily. I did lots of RQII GM-ing back in the 80's,
but have now started an RQIII game. I have run the group for about 10-15
sessions and have some questions I would like some help on:
- Chainsawing. In X-RQ-ID 1545, David Cake talks about Damage Boosting resulting
in "chainsawing of bad guys". One of my PCs becomes a formidable chainsawer
using only spirit magic, namely Strength 4 and Bladesharp 4. This takes him
from 1d4 to 2d6+4 extra damage and 32% extra attack. Shouldn't Strength
be limited to species max, as in RQII, not just double current STR?
- Bound spirits. I am a little unsure about binding spirits in RQIII.
Is the number limited?
What spells does the character have to use? Is it enough to Command/Control/
Dominate the spirit into an enchantment made by someone else? Can you buy
a complete bound spirit item, thus needing no spells?
- Using several "magic realms". One of my PCs are a Malkionist with rather
low level sorcery. Would such a character feel bad about learning for example
a spirit Heal spell? I keep telling him that he thinks spirit magic is crap
and that he won't find anybody summoning a spell spirit, since they consider
his magic evil. But then: Would he use a spirit spell matrix?
Best regards,
Carl-Johan Lundell
Gothenburg, Sweden
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: Fri 10 Oct 2003 - 01:31:33 EEST