Re: [RQ-Rules] Sandy's systems questions

From: Andrew O. Mellinger (andrew@crashbox.com)
Date: Wed 12 Dec 2001 - 19:27:49 EET


> > Question #1: The Art of Hold. Can sorcerer keep multiple spells in "hold"?
> > Like few evoke lightnings, damage boosting, shapechange and maybe
>a teleport
> > spell or two?
>
>Under the latest version, yes. But they consume presence as normal.

   In our game we have held spell's count as half casting presence.

> > Question #2: Permanence and Range. How do you handle the range problem? Do
>> you use range as in the "initial casting", as someone suggested
>>long time ago
>> in rq-rules list? For example, sorcerer casts damage boost on his warriors
>> and makes them permanent, and when they move out of the initial
>>casting range
>> do the spells:
>> - drop?
>> - go dormant?
>> - stay up as usual?
>
>I've always played that they remain up, and that Range is only used to
>affect the target at time of casting.

   From my conversations with Sandy (this was a few versions ago) it
was decided that they fail when the leave the range of the initial
spell. I think this is an important balancing feature, especially in
game-world terms. Otherwise the sorcerer could stay home from the
adventure and keep all the spells maintained on the group.

-Andrew

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