Re: Re: sorcery

From: David Cake <dave_at_...>
Date: Fri, 22 Jun 2001 05:10:03 +0800

>At 08:41 AM 6/21/01 -0700, you wrote:
>
>>I haven't weighed in on sorcery before, because we're not actually
>>using it, but it's always felt odd that it's that much more
>>expensive. I could see it costing slightly more than divine magic,
>>but I'd have to agree with Nick: the current rules make it very
>>expensive to be a powerful sorcerer, compared to a powerful theist.
>
>Theists usually have an additional job (soldier, sailor etc) whereas
>sorcerers don't.

        They don't pay you in HPs.

> >In actual play, I don't think we have *ever* worried about
>>magic duration.
>
>So your sorcerers did not plan for encounters beforehand
>instead of being forced to cast most of their spells in the
>heat of the moment?

        Which actually means your augments are at an even lower value than anyone else? Thus being an even more inefficient tactic?

        And remember, everyone else can cast their magics in the preceding half an hour for a mighty +1 penalty, a penalty nicely counteracted by the 1 point higher their ability will be after a single session of play.

        Again, I think this advantage largely exists in RQ3. Given a slight amount of warning, anyone can pile on the augments - and a mighty dull game it makes for too.

>And what about magic _range_ which I also pointed out? Did
>your sorcerers not bother about taken advantage of distance
>and prefer to cast their magic standing a few feet from their
>foe?

        So, how well exactly does attacking people at range work when their ability level is higher than yours? Poorly.

        And just how exciting is a game of middle distance pot shots, and how likely is it that any narrator will let this happen again and again? If you don't get to do it much, its no advantage.

        We aren't playing skirmish warfare here, its a narrative based game. 'And then, luckily, we saw the enemy at a reasonable distance with a clear line of site, and where able to attack them with spells while they were out of range'.

        (and, of course, as its only a +5 advantage in most cases, it becomes completely pointless by the time you get to the w2 level, and you lag at least 5 points behind the theists)

	Cheers
		David

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