I find it intertesting that people are reporting that Sorcery, one of the least understoond and least liked parts of RQ3, has made it into MQ mostly intact.
These are early reports, so you have to take them with a grain of salt. While I was hoping for a essentially a new Sorcery system, it's possible that the RQ3 system could be salvaged.
I was re-reading Tales of the Reaching Moon 13* last night I came across a short artcle titled "Fourth Edition RuneQuest Sorcery" (RQ4 was developed but never published).
It starts off with the example of the all-powerful sorceror with extended spells taking out an entire warband as an example of how the RQ3 sorcery rules break down.
It follows with what the authors consider to be 5 major problems of RQ3 Sorcery:
- FreeINT
- Extreme Range (allowing attacks from miles away)
- Limited role of skill
- Blandness of sorcerors (they all wind up with identical abilities)
- Too complex
To this, RQ4 makes the following changes:
- No more FreeINT
- Skill om Sorcery and Manipulations(skill/10) limit how far spells can be manipulated
- problematic spells fixed
- new spells
- basic range and duration are linear
- limit on how much total Intesity can be Maintained
The article also mentions that great magics can still be worked, but it requires the sacrifice of permanent POW.
Anyone know how this compares to MQ Socery?
*This issue focuses on the West, and has lots of good information to help set the background for even a Second Age campaign.
These are early reports, so you have to take them with a grain of salt. While I was hoping for a essentially a new Sorcery system, it's possible that the RQ3 system could be salvaged.
I was re-reading Tales of the Reaching Moon 13* last night I came across a short artcle titled "Fourth Edition RuneQuest Sorcery" (RQ4 was developed but never published).
It starts off with the example of the all-powerful sorceror with extended spells taking out an entire warband as an example of how the RQ3 sorcery rules break down.
It follows with what the authors consider to be 5 major problems of RQ3 Sorcery:
- FreeINT
- Extreme Range (allowing attacks from miles away)
- Limited role of skill
- Blandness of sorcerors (they all wind up with identical abilities)
- Too complex
To this, RQ4 makes the following changes:
- No more FreeINT
- Skill om Sorcery and Manipulations(skill/10) limit how far spells can be manipulated
- problematic spells fixed
- new spells
- basic range and duration are linear
- limit on how much total Intesity can be Maintained
The article also mentions that great magics can still be worked, but it requires the sacrifice of permanent POW.
Anyone know how this compares to MQ Socery?
*This issue focuses on the West, and has lots of good information to help set the background for even a Second Age campaign.