Re: Magical exhaustion

From: Mike Holmes <mike_c_holmes_at_...>
Date: Mon, 07 Feb 2005 10:35:45 -0600

>From: "Roderick and Ellen Robertson" <rjremr_at_...>

>>I think you'll find it's in there. I don't have the
>>book to hand, but there's a little table somewhere
>>about modifiers due to exhaustion of various sorts,
>>and I think "been doing magic continually for hours"
>>is in it. Similar rating to "been fighting continually
>>for hours" IIRC.

>Page 77, "Circumstances".
>"Using magic constantly for an hour -10
>You have fought several magical duels already today -20"

I meant like the limits that POW put on somebody in RQ. In that game, with a 12 POW, you can literally only cast Sheild 4 three times before you're done casting for a while. The system would be to roll every casting as a contest against something like the character's piety stat, and if it won, "injuring the piety stat by the appropriate ammount." Once your piety is injured to "complete Defeat" then you can't case until it's "healed".

Or something like that. Doesn't matter, because the point I was making is that this sort of limit from earlier RPGs is just no longer neccessary in HQ. They existed to make magic a resource that had to be managed. Just not what HQ is about. So the mechanics reflect that. Yes, the in-game "reality" about magic being exhausting is still in there, which is cool. It's just in there in a way that makes it more about the notion that there are limits overall to what a person can do with magic. Not tactical limits. If you use your "smite foe feat" for the seventh time in this extended contest, you're not going to run out of the ability to do so again. Only if you're in a battle, and trying to smite foes for an hour or so that you get a penalty (at which point, I'd be having contests for regular exhaustion as well).

Mike

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