Re: Converting the Rules

From: ttrotsky2 <TTrotsky_at_...>
Date: Sun, 12 Apr 2009 21:41:22 -0000


"tywyll":

> 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.

That's all right; they've gone from HQ2 as well :)

> 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.

I'd suggest each spell should be treated as its own ability (not unlike Common Magic, but without the augment-only stuff). Characters would start off with a wider range of such spells than one of your sorcerers, but, because they have more abilities to spread their hero points amongst, it will be harder for them to attain truly high levels of power in any given spell.

>
> 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).

Sounds like a HQ1 wizardry adept with a single grimoire (ignoring the rules for talismans, and so forth). If you want to slow down their rate of advance relative to wizards, but allow them to be more powerful in the long run, charge sorcerers double HP cost to advance, but put a cap on the wizard's spell abilities.

-- 
Trotsky
Gamer and Skeptic

------------------------------------------------------
Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
Not a Dead Communist: http://jrevell.blogspot.com/

Powered by hypermail