simonh said:
When I read the basic rules I liked the rules on overcharging spells to punch through defences, and blowing MPs to enchance Persistance rolls agains incoming magical attacks. I still do, but the extreme scarcity of MPs in this system compared to RQ3 makes magicians in this system seem crippled to an old RQ hand like me. Glorantha just became a LOT less magical.
This is very far from what I was expecting. The rules give examples of opponents with skills in the hundreds of percent range. It seemed liekl they wanted a lightweight scalable system that allowed truly powerful characters, yet the system just doesn't support any of that.
The system is reasonably well ballanced overall, with just a few areas that seem a bit loose but are either fixable with minimal houseruling or creative use of advanced rules from later supplements. Ballance isn't the issue here. The issue is that magicians in this game will have a handfull of spells, and only be able to cast any of them a handfull of times, and that's it. Maybe you could tacticaly boost a spell by a couple of points, to marginaly increase your chance to get your spell through and deal a few dice of damage. Whoop. Not exactly living on the edge.
Where are the Shield 8 spells (16 magical APs and 16 points of Countermagic baby!), Befuddle backed with 15 MPs to blow through defences, attack Ghosts baked up with heavy Spirit Block to take down troublesome enemies. Yopu can kidn of do it, but the zap - pow of awesome magic and terrifying combat attacks followed by epic healing powers are going to be severely muted. The best magicians even possible under th system as I see it today get 1, maybe 2 half-decent spells off and then they're done for the day. Some of the magic augmenting enchantments help, but they're very generic and effect all spells and basicaly everyone will have them so they're not going to give much differentiation.
It looks like an ok system, and fun to play at started and intermediate levels. You could play this game for a good few adventures, even a short campaign and have a lot of fun, but eventualy you're going to hit some pretty hard limitations.
I believe it is the exact opposite, Simon!
First of all, the real limitation to stored MPs available is the GM, not the rules. Give each villain gang leader a Dead Crystal, and you'll have MP-rich PCs in a few sessions' time, even though they do not use Enchantment for MP matrices (not yet explained in the rules).
Second, the real problem with magic usage in MRQ is actually skill. A RQ3 magician at rune level that had just enchanted/DIed or acquired divine spells was weak in a contest of magic, because a 15-MP rookie was likely to resist his spells. Not to mention that a spirit magic user had his casting skill lowered by 6% each time he used up some POW. Sheesh!
This is the exact opposite in MRQ. With high skill, you can afford heavy overcharging (with a skill of, say, 60%, you have a 60% chance of simply wasting 5 MPs if you overcharge a Disruption by 4 points, so son't try it).
Now suppose your seasoned 16-POW magician is at 150% Runecasting skill with an attack rune (Disorder, Fire, whatever) and has a minimal Enchanting skill. He also as 20 stored MPs.
Ok, he now creates a Runestaff to focus his magic and puts 3pt Power Enhancer and 4pt Spell enhancer in it. Almost no risk of wasting POW with the new enchantment rules. He is now POW 9, but this only subtracts 7% from his Runecasting and Persistence skills, whereas a RQ3 Spirit Magician would have been -42% to casting and -35% to resist spells (not to mention attack with spells).
Ok, now he is 143% at Runecasting (can cast in armor) and his, say, Befuddle spell counts as a 9-pt spell for counterspelling it, with any foe resisting at -40% to Persistence. If he still wants to overcharge himself, he can use up to 9 MPs without going significantly under 100% casting skill, and for the expenditure of 11 MPs (remember that he does no take extra time to overcharge, as in RQ3, where boosting made you vulnerable) he gets a Befuddle that is 18-pt to counterspell (Shield 9 anyone?) and -130% to resist, barring criticals. Pity that it does not work on Wyrms, 'cause they only have 70% Persistence and not enough magic points to boost their Resist roll to more than 5%. And he has used up no more than 1/3 of his 29 MP magic reserve.
Do THIS with previous edition magicians. :twisted:
The usual result would have been "You failed the MP Resistance roll" after wasting five to seven MR to get the boosted spell going due to reduced casting %. And the cost would have been 18 MP, not 11.
And I do not think a guy with Runecasting 150%, one Enchantment and a couple of crystals should be considered an immensely powerful wizard.