soltakss said:One thing that has surprised me reading this forum over the years is the number of people who ask how to use non-human races in Legend. That in itself doesn't surprise me, but the fact that it is seen to be difficult, that is what surprises me. Perhaps it's because I have played RQ for an awfully long time and have had several non-human PCs and have gamed alongside many more non-human PCs, it has always seemed very easy to use non-humans in RQ, and by extension Legend. Having said that, maybe it is easy once you have done it a few times and difficult at first.
So, what I would do with non-human races is:
For homebrews, I normally do something like this:
Once you have those then the rest of the setting tends to fall into place.
The Wolf said:Quite powerful, but remember you can alter any rule to fit your needs. Enchantment does cost a sorcerer permanent magic points though.
The Wolf said:I would assume that the item found on a quest was enchanted by a specific sorcerer, who invested magic points into said item. A spell will be bound into that item at a specific Magnitude such as a Ring of Bladesharp 3 (from the book). It may have cost that sorcerer x-magic points to bind that spell into the ring, those are points he personally has invested and cannot get back until that enchantment is broken/the ring destroyed.
You can also Tap MP from others with the spell Tap, or use Magic Point crystals (in Arms again) to provide a source.
So your balance is achieved by numerous factors, one of them being the MP total a sorcerer has in the first place. I recommend buying Arms of Legend since it has a lot of good stuff inside.
Gladiators and Samurai of Legend are both books I have been involved in with the conversion to Legend.
Thanks for the reply.The Wolf said:In my own opinion, I am all for variant systems and ways of doing things. For example you could literally have a proportionate amount of wealth vanish in the enchantment of the item. I understand the reasons why MP is invested into the item and can only be recovered after said item is destroyed/disenchanted, but there is nothing stopping you from changing the way things work and letting a sorcerer regain their MP back after an amount of time.
Though I would be tempted just to use magic point crystals myself so that I don't lose MP in the first place. I'd say try it, see how it works for you in terms of game balance and go from there. I'm not much for hard/fast rules in my gaming these days - in fact one of my favourite rules from RPGs is the golden rule which states the rules are basically guidelines, nothing is set in stone.
If you are going to introduce a base cost = enchantment system then perhaps think about taking the MP cost and making it something like MP are = the coins expended x 100SP or 1000SP if you want to make enchantment more costly.
So you pop 3 MP into an item - then 300 (or 3000) SP worth of wealth is expended in doing so.