Deleriad
Mongoose
Quick one first: do people let their players use the "take extra time" modifiers when casting sorcery?
For example, take twice as long to get +20%, five times as long for +40%, ten times for +60%? It strikes me that providing that you have time to prepare you would never not use these.
For example, assume a beginning sorceror (INT 15, POW 15) with Duration, Intensity and Damage Boost all at 40%. Damage Boost takes 2 CAs to cast so take 20 CAs (probably 50 seconds) and the caster gets +60% to skill. Assuming he now succeeds (skill 100%) then he can cast Damage Boost 10 lasting 150 minutes for 2 MPs. Is this how people have been playing sorcery?
Relatedly, I've been trying to figure what it's like to play a sorceror at a relatively low level. E.g. say you make a sorceror using the 100 skill points then you can probably start with two arts and two spells. Now to qualify for a Rune Lord you need 5 skills at 80%+ basically. Therefore would a sorceror equivalent have just 5 sorcery skills at 80%? If so, that's a pretty poor sorceror. From a PC point of view it's also a pretty boring character who possibly can't cast more than 2-3 spells reliably even after a year or two of play. With Improvement rolls then there's a general encouragement for characters to specialise in no more than 6 or skills.
On the other hand, if you let characters take 10 times as long to cast a spell to get +60% then most smart sorcerors will have a raft of skills around 50% with Intensity and Targets and their main "save my life spell" at around 100% because that's the only thing they may need to cast without time to prepare. Indeed Persistence maybe more important than most sorcery skills.
This is a case where a seemingly simple aspect of the game system which appears to have nothing to do with a crucially determines how an experienced character looks.
So, I'm wondering if anyone has got far enough with sorceror characters playing them RAW to see how they look.
For example, take twice as long to get +20%, five times as long for +40%, ten times for +60%? It strikes me that providing that you have time to prepare you would never not use these.
For example, assume a beginning sorceror (INT 15, POW 15) with Duration, Intensity and Damage Boost all at 40%. Damage Boost takes 2 CAs to cast so take 20 CAs (probably 50 seconds) and the caster gets +60% to skill. Assuming he now succeeds (skill 100%) then he can cast Damage Boost 10 lasting 150 minutes for 2 MPs. Is this how people have been playing sorcery?
Relatedly, I've been trying to figure what it's like to play a sorceror at a relatively low level. E.g. say you make a sorceror using the 100 skill points then you can probably start with two arts and two spells. Now to qualify for a Rune Lord you need 5 skills at 80%+ basically. Therefore would a sorceror equivalent have just 5 sorcery skills at 80%? If so, that's a pretty poor sorceror. From a PC point of view it's also a pretty boring character who possibly can't cast more than 2-3 spells reliably even after a year or two of play. With Improvement rolls then there's a general encouragement for characters to specialise in no more than 6 or skills.
On the other hand, if you let characters take 10 times as long to cast a spell to get +60% then most smart sorcerors will have a raft of skills around 50% with Intensity and Targets and their main "save my life spell" at around 100% because that's the only thing they may need to cast without time to prepare. Indeed Persistence maybe more important than most sorcery skills.
This is a case where a seemingly simple aspect of the game system which appears to have nothing to do with a crucially determines how an experienced character looks.
So, I'm wondering if anyone has got far enough with sorceror characters playing them RAW to see how they look.