Re: Converting the Rules

From: tywyll <cam_lists_at_...>
Date: Sun, 12 Apr 2009 21:20:42 -0000


Hey guys,

Thanks for the input, this is really helping.

I've been reading the HQ1 magic sections pretty closely the last couple of days and so within that context, I'll try and talk about my own setting and the things that wouldn't mesh the RAW HQ1.

In my setting their are three primary 'magic users' (I say primary because there are other, lesser known, kinds of magic as well). Divinely inspired-Priests, Paladins, that sort of people. In RQ terms they would pretty much follow the normal model of using Cult Magic for day to day affairs, and occasionally relying on direct godly power in the form of miracles/Divine Magic.

Wizards are next. They manipulte mana through will and understanding of the universe. They cast spells which are 'hacks' in the universe, mantras that extrapolate from the will of the user and their ability to channel mana into the desired result. Spells tend to be methodical and allow for very little improvisation or alteration, but they are easier to learn and typically more powerful (in the short run) than Cult Magic or a beginning Sorcerer. In BRP terms, they would be 'Sorcery' ala the Elric! system, where one spell has a range of mp use, but only takes one INT... making it superior to similar Cult/Spirit magic spells.

Finally there is Sorcery. Sorcery is a blanket term for innate magic. Sorcery typically is narrow focus (Fire Sorcerer, Water Sorcerer, Draconic Sorcerer, etc). They can manipulate the force that their power draws from and overtime, master it beyond any Wizard's wildest dreams. They are, unfortunately, limited to effects that fit within the 'theme' of their magic, and it tends to take a long time to master. In RQ terms, they are Sorcerers with a limited spell selection reflecting their theme. it's harder starting as one since you have to divide so much attention to different skills, but eventually you outstrip everyone but Divine miracles (and even those some of the times).

The idea of 'concentrated magic' doesn't really seem to suit my setting. And the idea that you can't use magic as an active ability until you reach a high rank/concentrate it doesn't really fit either. Even apprentice wizards have directly offensive magic (even if it might be weak) and wouldn't need to 'augment' a regular skill (though they'd have spells that would do that).

I think the Divine magic in HQ would be an all right fit for my setting. I'm just not sure what to do about Wizards and Sorcerers.

Thanks again for the feedback. I really appreciate it.

-Matthew

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