I'm about to start running a RQ campaign. Actually I'm about to restart a 2 (3?!) decades old campaign we had to stop 5 or 6 years ago which ran on RQ3, with minor twiddles. The premises is that it takes place a century or so after our last much loved band of heroes passed away leaving their mark on the world.
I actually like a lot of the RQ2 simplifications and would like to use the system (Well okay not all of it. What the hell is going on with the economics? It's like D&D all over again!). However a mental run through of the consequences of sorcery give me pause for thought. We might be shorn of the massive possibilities of gargantuan Free Int sorcerers with enormous experience and huge wells of magic points (Strangers in Prax etc) but the basic RQ2 sorceror is still pretty enormous. In fact any sorceror with a decent grimoire may make other characters seem somewhat incidental or at least underpowered (Suggested examples from the 'Regenerate' thread give a flavour of the kind of thing I'm talking about). I realise this is not so much a flaw in the game as a reflection of some 'mighty God Learner sorcery can obliterate the universe' element in 2nd Age Gloratha but I feel I'd better rein it in a bit for my somewhat grittier setting.
I'm thinking that each spell should be learned and paid for as a separate advanced skill. Any other ideas?
I actually like a lot of the RQ2 simplifications and would like to use the system (Well okay not all of it. What the hell is going on with the economics? It's like D&D all over again!). However a mental run through of the consequences of sorcery give me pause for thought. We might be shorn of the massive possibilities of gargantuan Free Int sorcerers with enormous experience and huge wells of magic points (Strangers in Prax etc) but the basic RQ2 sorceror is still pretty enormous. In fact any sorceror with a decent grimoire may make other characters seem somewhat incidental or at least underpowered (Suggested examples from the 'Regenerate' thread give a flavour of the kind of thing I'm talking about). I realise this is not so much a flaw in the game as a reflection of some 'mighty God Learner sorcery can obliterate the universe' element in 2nd Age Gloratha but I feel I'd better rein it in a bit for my somewhat grittier setting.
I'm thinking that each spell should be learned and paid for as a separate advanced skill. Any other ideas?