I just read the companion preview.
Well hm....lets see:
-divine magic: MRQ seems to have the same or at least a very similar system to RQ3. I was never fond of the system with its temple sizes and spell POW sacrifices. But now: money?! Why? I reminds me a little bit of D&D where cou can use money for becoming more powerful.
The preview how to get divine magic is contrary to the way I see religions and getting magic from them. In my understanding each cult has its own requirements for giving magic to members. This requirements should mirror how the cult views the world. So cult magic requires donations in some cases, some requires quests, high social standing, some give magic only to transvestite temple cleaners etc.
I would have preferred a divine magic system which encourages to roleplay the character according to his religion instead just of giving money like in a shop!
Maybe I see the money as "abstract currency" which is can be easily interchanged with more cult specific things like good deeds and/or quests. (similar to "aalm" of talislanta or chaos/law points in stormbringer 5th ed.)
Now....sorcery...
Again sorcery seems to be the same like RQ3. While I always thought the RQ3 sorcery system had much theoretical potential, it was too complex to be usable in the gaming practice.
I am a little bit concerned about the fact that EACH spell has to be a single skill. This was not good in RQ3, why should it be good now? I mean which logic has it, if it costs the same time and energy to master a single spell than to master a skill like read/write or sword combat. Very odd.
Well hm....lets see:
-divine magic: MRQ seems to have the same or at least a very similar system to RQ3. I was never fond of the system with its temple sizes and spell POW sacrifices. But now: money?! Why? I reminds me a little bit of D&D where cou can use money for becoming more powerful.
The preview how to get divine magic is contrary to the way I see religions and getting magic from them. In my understanding each cult has its own requirements for giving magic to members. This requirements should mirror how the cult views the world. So cult magic requires donations in some cases, some requires quests, high social standing, some give magic only to transvestite temple cleaners etc.
I would have preferred a divine magic system which encourages to roleplay the character according to his religion instead just of giving money like in a shop!
Maybe I see the money as "abstract currency" which is can be easily interchanged with more cult specific things like good deeds and/or quests. (similar to "aalm" of talislanta or chaos/law points in stormbringer 5th ed.)
Now....sorcery...
Again sorcery seems to be the same like RQ3. While I always thought the RQ3 sorcery system had much theoretical potential, it was too complex to be usable in the gaming practice.
I am a little bit concerned about the fact that EACH spell has to be a single skill. This was not good in RQ3, why should it be good now? I mean which logic has it, if it costs the same time and energy to master a single spell than to master a skill like read/write or sword combat. Very odd.