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Post by keltset on Aug 10, 2009 9:36:26 GMT -5
I've heard lots of gamers complain about the way that Sorcery is done in ADRP. I'm guessing the problem lies in the lack of focus, because spell casting allows a person to do anything except for conjuration.
What if we had smaller slices of spellcasting? Kind of like classes in a Harry Potter school.
I'm thinking that each would be 10 points: * Defensive spells * Charming Magic * Conjuration * Demon Summoning * Elemental Magic (pick one element)
Something like this?
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Post by Finarvyn on Aug 12, 2009 22:13:36 GMT -5
Not a bad list overall. It's interesting that a lot of folks say that Sorcery is broken but I haven't heard a lot of input as to exactly what about it is broken. Certainly making more specific "spell list" types of Sorcery would help make different characters appear more varied.
In Merlin's series, for example, we have some sort of Elemental magic. There could also be some sort of Abyss magic, Spikard magic, and so on.
Nice start.
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Post by xenomancer on Nov 12, 2009 23:45:23 GMT -5
Perhaps some rules expanding the types of challenges sorcerous battles produce, like Psyche versus Psyche/Strength/Endurance/or Warfare, examples of the well run game are always welcome. Fitting with Ericks' approach in the first edition. Otherwise, no one I play with considers it broken. In fact we all enjoy the responsibility of producing fun and playable episodes.
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Post by Finarvyn on Nov 25, 2009 22:22:46 GMT -5
Perhaps some rules expanding the types of challenges sorcerous battles produce, like Psyche versus Psyche/Strength/Endurance/or Warfare, examples of the well run game are always welcome. I certainly agree here. I think that any time a character wants to "switch" stats, or any time you pit one stat against a different stat, the rules are somewhat vague. Additonal examples would be welcome.
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ed
Citizen of Amber
Posts: 30
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Post by ed on Apr 4, 2020 20:16:50 GMT -5
I would like to see something similar to xeno's idea. Instead of casters just coming up with spell descriptions, have each spell require some sort of game-mechanical description. Similar to how a Logrus tendril has the strength of the user's psyche, all spells have an effect dependant on the psyche of the caster. And include the endurance cost to hang and maintain to keep a 200 psyche sorceror from becoming too powerful!
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