gamesmeister
Banded Mongoose
weasel_fierce said:Allright, I dont understand it.
Why is dedicated POW bad ?
The way I figure it, if I want to learn 10 points of spells in RQ3, my POW drops from 18 to 8. For good.
In MRQ, it drops temporarily untill I cast those spells off. And my POW doesnt actually impact my ability to resist magic.
What am I missing ?
The problem isn't with dedicated POW. As a concept, dedicated POW works fine, because as you rightly point out, in MRQ you can temporarily lose POW to cast powerful spells, whereas in earlier versions you would have lost that POW permanently.
The problem lies in the fact that no provision is made for Acolytes or Rune Priests. I'm a bit of an old school dinosaur, so I tended not to use Acolytes in my games, but as a HQ player you'll know that Rune Priests are direct manifestations of their god on the material plane, and should be disproportionately more powerful when it comes to magic. In MRQ, they're not, not at all. A beginning initiate with POW 18 can sacrifice for just as many Divine spells as an experienced priest with POW 18. The priest has no way of permanently learning the spells granted to him by his god.
Because there is no concept of sacrificing POW, a Rune Priest's POW will cap at species maximum. If they sacrifice for Divine Magic (as they surely must), they will have very few MPs remaining, which means they have nothing to use to overcharge their spells, nothing to use in the defense against Possession, etc etc.
In MRQ, you can achieve Rune Lord status and then go on from there, taking your character to a higher level. As a Rune Priest however, using the dedicated POW rule, the number of spells you have access to at any one time will never increase. You will hit an artificial ceiling and can go no further.
That's what's wrong with dedicated POW
