Re: Re: Converting the Rules

From: L C <lightcastle_at_...>
Date: Tue, 14 Apr 2009 00:02:11 -0400


tywyll wrote:

>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.

There's no need to use Magic as written in HQ1. Pick a system that will work, with the basic concept of "some kind of broad ability that provides a theme" and "specific abilities within that" as the approach. (If you want, you can always just make any spells individual abilities.)

>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.

So give them abilities for their cult magic and then decide how you want to do the godly miracles. One option is a piety stat of some kind that they use to supplicate. Another is a stat for specific miracles. The Theism affinity/feat model might be useful.

>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.

Sounds like Wizardry could be used fairly easily. Spells are specific, you can get a bonus for using the book. (That may not apply.) Any kind of appropriate will stat is an acceptable augmenting ability.

>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 hardest part is likely putting some sort of mechanical "harder to learn and advance" aspect. HQ doesn't do that well, in my experience.

Here would probably be an even better place to use affinities. "Fire" as the affinity, and then feats that only fit in that theme.

>The idea of 'concentrated magic' doesn't really seem to suit my setting.

Don't use it.

>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.

Then scrap it.

>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.

You can use Divine magic (mechanically) for all of them. It seems especially apt for Sorcerers.
Wizards might best be done as a series of individual spells. A Piety or "holiness" stat could work for the Priestly magic.

LC

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