From: Curtis Shenton (curtiss@netcom.com)
Date: Wed 16 Jun 1993 - 07:20:07 EEST
>
> (Replying to George Harris' reasoned discussion of sorcery)
>
>
> Of the major changes to sorcery being promulgated on this list I would
> prefer Paul's Twin idea if we were completely rewriting sorcery. It
> has a mystical aspect that the purely skill based system lacks. The
> 1 pt of Twin = 1 pt of maintained intensity would be too limiting
> IMHO using the current 1 spell = 1 skill system, IMHO, but would
> be fine for an area/rune based system.
I'm really hoping sorcery get's rewritten. I know of no one who likes
RQ3 sorcery. And while I'm sure that there are a few people out there
who like the way RQ3 handles it I think they are by far the minority.
Divine and spirit magic are fairly well entrenched, and they aren't all
that bad. But for sorcery I say ignore the old rules and devise a system
that is 1)Simple, 2)Versatile, 3)Interesting, and 4)Agrees with what we
know of Gloranthan sorcery(in general rather than just Malkioni)
>
> The long duration=ritual is easier for a system which just modifies
> the RQIII system, but even with skill limited manipulation it is
> still capable of being exploited too easily. The 85% skill sorcerer
> only has to produce a few duration enhancing matrices for his
> favourite spells to be back in the selling 2 year damage boosting
> business.
>
> I agree that the twin as currently described seems much less
> valuable than a fetch in its ability and power. I think that
> a sorcerer should be balanced against a shaman in terms of ability.
> The shaman has the ability to get any spirit magic spell he wants
> with little difficulty, can use his fetch to bind other spirit allies,
> gets to use the fetch to store and cast spells. Since the sorcerer gets
> to use his Twin, which is just as diffcult to produce, for less, I
> think he should be able to produce a wider range of magical effects
> without needing to learn the vast number of skills a RQIII/RQIVbeta
> sorcerer to learn.
I don't think the twin needs to be as powerfull as a fetch. All in all
the twin/presence is less important that the spells it maintains. And
spell for spell I expect sorcerors come out ahead.
>
> As for the Vows, I think people are just trying to put some more
> colour into sorcerers. Paul has said that they are to be kept out
> of his core rules: they are a cultural aspect. Personally, I would
> like all magicians to have some "Aura" effects associated with their
> power. I could see the sun being somehow brighter when a Yelm priest
> is near, shadows being darker around the troll priestess, jokes
> funnier around the trickster. I would prefer this to the magical
> special effects that have been added in the RQIV draft for casting
> spirit magic. If I wanted impressive visual effects, I'd be playing
> Star Wars and give the players blasters!
I think which vows a sorceror should take need to be a cultural aspect.
But I think the concept of vows is worth inclusion for all sorcerors.
Though maybe the word vows is too Malkionish.
>
>
> Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
>
-- Curtis Shenton curtiss@netcom.com internet & 4@3091 WWIVnet "At the GM's option, strategic nuclear weapons may be considered 'magical'"-From the CyberCthulhu rules in Interface 0,,
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