Deleriad
The 0MP cost means that you can learn a spell at no more than base cost and always cast it successfully without ever needing to learn any more. For example, a warrior from a socererous background has learned Damage Boost at base score (cost him 2 Improvement Rolls) and he now has Damage Boost (25%). Before he goes into battle he spends some time casting DB and on average it'll take him 4 attempts, about 10 seconds. For the next 10-12 minutes his sword does +1 damage and it has cost him nothing. Now this is not game-breaking but it certainly doesn't feel right.
Well, it's all a matter of taste I suppose but it seems fine to me. We get involved in combats in roughly four ways: PCs Attack! : Enemy Attacks! : Negotiations Collapse : and PCs and Enemies Stumble On To Each Other. Only in the PCs Attack scenario would the warrior HAVE four rounds to buff his sword. In Enemy Attacks you have none, and in the other two you might have a short time while the enemy buffs up, but you'd probably be better off slugging them before they can. And what does he get? +1 damage? well, okay. Given he gave up 2-10% in a skill, I reckon +1 damage in about a quarter of his fights is fair.
Frankly, I play in Glorantha. And in previous iterations of Glorantha you shot funny looks at any warrior who entered battle without some sort of weapon enhancing spell. +1 damage? meh.
The related issue is that many of the write-ups for sorcery spells don't seem to pay attention to what happens if you use the spell without manipulation. For example, an average peasant who was taught the Fly spell last week could fly 300 fully-loaded dwarves over a 20m castle wall in an afternoon for no MP cost.
If his POW was high enough, yes he could. And?
Incidentally, how did this peasent learn the fly spell? and if his POW is higher than a fully loaded dwarf's SIZ why is he still a peasant? Why has no one developed this valuable asset? And what's with this overwhelming snobbery against peasants, as if they should never learn any magic? Are you a Yelmite?
Most of the 0MP cost abuse is stupid rather than broken though there are some specific spells which give you far too much bang for your 0MPs.
Well, I won't pretend to have read every spell in the spellbook, or even most of them, but if they do have this problem its a spell issue not a system one. And bear in mind that anyone attacking a known sorcerer without magical protection is in for trouble anyway, and any magical protection at all will stop a mag 1 spell cold.
Ironically, as you say, if you want to play a proper sorcerer the system is horribly restrictive as you need to improve too many skills at the same time. You could try to argue that the 0MP cost is a feature not a bug that allows a sorcerer to know lots of spells at low skill levels but I don't buy that.
Actually I mostly like this, as it means that sorcerers, while potent, have a limited range of effects. Otherwise, they really would be overpowered. And yes I do argue that the 0MP feature corrects for this.
Homunculus
Yeah, Sorcery seems very unbalanced. We have agreed on a house rule that all spells, regardless of their type, cost magic points equal to their magnitude. Failed spells only cost one magic point, and cantrips do not cost any magic points at 0 level. This way, spells that cause damage and spells that prevent damage are based off the MPs spent to 'empower' the spell rather then the general one MP for any magnitude level.
yyyesss. You know, I played AD&D wizards a while ago. I remember the days when you cast one or two spells per session and that was your sum contribution to the group.
It sucked.
Either you are handing out way to much extra MPs, or Sorcerers might just as well stay home.
Sinsalo
Agreed, RQ3 sorcery was way too complicated and very hard to progress in. MRQ has gone to the other extreme. As i've posted before a newly rolled up sorceror is likely to be able to fly three people at the same time for 2 magic points in total, one time in three. And that's not really a killer to a game but look at the post that started the thread. 5 magnitude Damage Resistance on 5 people 50% of the time for 2 magic points. That is a pain in the neck for the GM.
Again with the fly thing. A newly rolled up sorcerer can fly three people at about two thirds walking pace, while doing nothing else. I am underwhelmed by the overpoweredness of this ability. A newly rolled up warrior can slug someone for 15 points of damage in a system where 8 can kill you instantly. I am noticeably more worried about that than walking-pace aeronautics.
And Damage resistance 5? useful against trollkin with slings, perhaps, but any decent warrior will largely ignore it.