Deleriad
Mongoose
Saw an interesting blog post by Goodman Games today for their DCC game which explained how they're implementing variable effects in a D&Dish style game. Basically, if you cast a magic missile successfully you know you'll get something like magic missile but not the details. This made me think how easy it would be to do it in RQ sorcery.
In sorcery the "effect" is based on skill so if your skill is 55% you could call the spell's effect "level 6." E.g. Enhance {Stat} adds +2 to the stat per level.
You could make this more variable by saying that the effect value depends on the actual number rolled. So if you succeed and roll 24 then the level of effect would be 3. To ginger it up a bit you could also say:
If you roll doubles your level of effect is doubled so rolling 33 would normally give level 4 but would be doubled to level 8.
If you roll a critical then the effect level is equal to your skill level doubled. E.g. skill of 63 is normally level 7 but if you roll a critical you get level 14.
This makes sorcery much less of a done deal. It's not very Gloranthan but it might make for a fun variation and if you like a little danger with your sorcery then you could say if you get a double and get a level of effect greater than you can normally achieve then there's a risk of "losing control.
Skill over 100? Add the excess to the level of effect you roll. E.g. skill 114 would add 2 levels of effect (14%) to the number you get from your roll. Added after any doubling.
In sorcery the "effect" is based on skill so if your skill is 55% you could call the spell's effect "level 6." E.g. Enhance {Stat} adds +2 to the stat per level.
You could make this more variable by saying that the effect value depends on the actual number rolled. So if you succeed and roll 24 then the level of effect would be 3. To ginger it up a bit you could also say:
If you roll doubles your level of effect is doubled so rolling 33 would normally give level 4 but would be doubled to level 8.
If you roll a critical then the effect level is equal to your skill level doubled. E.g. skill of 63 is normally level 7 but if you roll a critical you get level 14.
This makes sorcery much less of a done deal. It's not very Gloranthan but it might make for a fun variation and if you like a little danger with your sorcery then you could say if you get a double and get a level of effect greater than you can normally achieve then there's a risk of "losing control.
Skill over 100? Add the excess to the level of effect you roll. E.g. skill 114 would add 2 levels of effect (14%) to the number you get from your roll. Added after any doubling.