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The Riddle of Steel
Check my math on a spell
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Topic: Check my math on a spell (Read 1156 times)
Jake Norwood
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Posts: 2261
Check my math on a spell
«
Reply #15 on:
July 21, 2003, 01:03:02 PM »
Quote
A sorcerer can accelerate a 1999lb. object to the speed of light with movement-3, but against a 2001 lb. object he is completely impotant. I
Readinly a little to literally here...
Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard
The Tower of the Elephant
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Anthony I
Member
Posts: 72
Check my math on a spell
«
Reply #16 on:
July 21, 2003, 04:04:00 PM »
Quote from: Lebo77
I am begining to see that sorcery is powerfull, but at the same time it's fairly limited. Not limited by ageing, most things worth doing can be done avoiding that. (OK, healing is not one of those) It can do some VERY impressive things, but there is a lot it just can't do at all.
I think this kind of nut-shells it. TROS sorcerors can do grotesquely powerful magics, but alot of your D&D "standards" just aren't do-able with this system. Which is ok by me.
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Anthony I
Las Vegas RPG Club Memeber
found at
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Morfedel
Member
Posts: 345
Check my math on a spell
«
Reply #17 on:
July 24, 2003, 10:52:37 AM »
There are many ways to control sorcerers.
1) For one, you can have the world possess a kind of shadowy sorcerous organization. For instance, the Order of Hermes from Ars Magica. Who put a stop to anyone who gets too carried away - for whatever reason.
In TRoS, I think this is unlikely. Sorcerers seem even more rare than AM wizards. So perhaps another route:
2) have it set up so that sorcerers still need books and such to improve, advance. And then, have it set up so that sorcerers go around raiding each other for knowledge to expand their own skills... or whatever. Sometimes, taking someone else's knowledge is easier than being a pioneer forging your own. So, if a sorcerer gets too far out of control, other, more predatory sorcerers get wind, and wait for an opportune time to strike, when their SP is low and they are therefore vulnerable. (I like this one, myself)
3) You can also have it where there is a kind of shadow war going on between different sides. See #2 above, but with the addition of politics. You go and stomp an army - and the opposing army's sorcerer returns the favor. The Black Company series of books typify this real well.
4) Also, many sorcerers could have their own agendas. You dont have to have a cow from space; esp if the character has some vague forewarning that someone with interest and talent lurks about. (s)he might take exception, then, when the PC gets out of control.
5) Change the spell reqs. For instanced, I agree with others that Growth should probably be a maintainable spell rather than an instant one. Minor but important fact.
6) Change the meaning of the numbers. Play around with the vagaries to make them weaker, or what have you.
7) Play with players who know how to behave themselves :)
8) your the GM. Just disallow anything for whatever reason. Its your game.
I love TRoS, but I will be the first to say I think magic is a bit too powerful. Just a bit, mind you. I have no problems with high power, but sometimes I think TRoS goes a bit TOO far. Esp when playing with non sorcerers - its not just what the sorcerer can do, but the fact he can sideline the other players and make them feel like rank and file henchmen when he gets into the act.
So, I think some kind of controls are necessary. I myself have just started running a game, and while no one made a sorcerer (I stressed that for their first character, at least, I wanted them all to avoid sorcerers), I plan on controlling any further PC sorcerers by a combination of above factors.
Mostly, that Sorcerers are predatory in some regards, have personal agendas in others. The fear of discovery in others. Also, I'm playing around with the idea of some kind of Church Sorcery - either Sorcerers who are devoutly dedicated to the churches, and even church trained (I know, sounds contradictory, but I got the idea from some Sean Russel books, where you find out that the church, that decries sorcery, had trained their own members in sorcery in order to take on the sorcerers, who were otherwise far too powerful to oppose on their own; a dirty little secret that they never let out.)
(side note, but I've always wondered how most sorcerers would be concerned about witch hunts by the church; with their power, they would have to be caught with their pants down before they would be in any real danger, in most cases.
In any regard, I'm kind of using a combination of all the above in my own unique blend.
Also, I'm working on an Ars Magica to TRoS translation; Ars Magica is just about the right level of magic for my tastes; in fact, I like the AM magic system more. If it wasnt for the fact that AM is utterly magic-centered, and therefore makes it somewhat unrewarding to play non wizards, I'd like it more than TRoS - as it is, they are about tied in my book.
So, I've been translating AM to TRoS; look for the "Ars Magica the TRoS way" thread. It may not fit your bill, but if nothing else, maybe it will give you some additional inspiration for carving your own flavor of magic out of TRoS.
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