Author Topic: How does RMC Spell Law Option 2.2 work?  (Read 3324 times)

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Offline Fnord

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How does RMC Spell Law Option 2.2 work?
« on: April 03, 2010, 07:10:56 PM »
Hi,

I find the wording of Spell Law Option 2.2 a bit confusing.

My questions regarding this option are:

How many lists per level can be studied? (it says 3 ranks per list per level, but no number of lists is ever mentioned)

The last restriction is applied each level or it refers to the lists the character learns through his/her lifetime?

Cheers.
« Last Edit: April 03, 2010, 07:17:15 PM by Fnord »

Offline Rasyr-Mjolnir

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #1 on: April 03, 2010, 07:57:35 PM »
Under that option, there is no limit on the number of lists that may be learned each level. However, the costs for learning each list DOES increase based on the number of lists learned THAT level.

Come the next level, you start over as the initial revised cost (i.e. 2/* for Pures, etc...)

Offline kevinmccollum

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #2 on: April 03, 2010, 10:10:31 PM »
Did they go with the "buy each spell individually" idea in RMC or was that just an option?

Offline PiXeL01

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #3 on: April 04, 2010, 01:02:55 AM »
Just another option
PiXeL01 - RM2/RMC Fanboy

I think violence in games only causes violence in real life if the person in question has an insufficient mental capacity to deal with the real world in the first place. But, that's more the fault of poor genetics and poorer parenting than it is the fault of a videogame

Offline Fnord

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #4 on: April 16, 2010, 12:38:37 PM »
I really like this option. It solves what in my gaming group we call the "Soup-making Magician syndrome".

Typical level 1 Magician with only one spell: Boil Liquid.

Offline Rasyr-Mjolnir

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #5 on: April 16, 2010, 12:43:13 PM »
I really like this option. It solves what in my gaming group we call the "Soup-making Magician syndrome".

Typical level 1 Magician with only one spell: Boil Liquid.

It is even better if you include at least a limited version of ESF, allowing for casting spells above your level. Otherwise you are in the same fix as using the core spell list acquisition rules (i.e. you know the list to xx level, but cannot cast any spell that is above your level).




Offline Fnord

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #6 on: April 16, 2010, 12:58:19 PM »
I think I will go along with almost all ESF options. Those poor semi-spell users wearing no armor because of the casting requirements were always a sad thing for me :D

Offline kevinmccollum

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #7 on: April 17, 2010, 04:57:11 AM »
Quote
I really like this option. It solves what in my gaming group we call the "Soup-making Magician syndrome".

Typical level 1 Magician with only one spell: Boil Liquid.

How do you have a 1st level caster character with only one spell?

Offline Fnord

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #8 on: April 17, 2010, 06:50:49 AM »
How do you have a 1st level caster character with only one spell?

If you don't use any of the optional rules for spell list adquisition, it's quite common to have casters with only 1 spell.

For instance, look at the example character in RMC Character Law, Linthea. If she had failed the 60% spell adquisition roll for "Detecting Ways". she would have been stuck with only one spell.

The game that is Not-ICE had the same problem, and there were no optional rules for fixing it. The soup-making level 1 mages were quite common back then.
Well, smart players usually went for Spirit Ways, as that list had the only level 1 useful spell: Sleep V.

Offline kevinmccollum

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #9 on: April 17, 2010, 02:16:33 PM »
In any game I have played, the casters spent over 20 dp for spells each level. Minimum of two lists at level one.

Offline Rasyr-Mjolnir

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #10 on: April 17, 2010, 02:36:50 PM »
In any game I have played, the casters spent over 20 dp for spells each level. Minimum of two lists at level one.

Even so, unless you are using the ESF rules to allow for casting spells above one's own level, that only gives them 2 usable spells to start with, even if they know 20 spells (2 lists to 10th level).  ;D


Offline kevinmccollum

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #11 on: April 17, 2010, 07:33:34 PM »
Quote
Even so, unless you are using the ESF rules to allow for casting spells above one's own level, that only gives them 2 usable spells to start with, even if they know 20 spells (2 lists to 10th level). 


Not quite true. According to the core rules, if you pay for 20 ranks in the list, you immediately learn and can use the first level spell from that list.

Offline Rasyr-Mjolnir

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #12 on: April 17, 2010, 08:10:39 PM »
Not quite true. According to the core rules, if you pay for 20 ranks in the list, you immediately learn and can use the first level spell from that list.

So, 3, maybe 4 whole spells possible.

Still isn't a lot when most first level spells are mainly utility in nature.

Offline kevinmccollum

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #13 on: April 17, 2010, 09:21:43 PM »
Three or four spells to use at first level? a far cry from one.

Quote
If you don't use any of the optional rules for spell list adquisition, it's quite common to have casters with only 1 spell.

Quote
Well, smart players usually went for Spirit Ways, as that list had the only level 1 useful spell: Sleep V.

That shows a simple lack of imagination. How about Lofty Bridge?  Instant Leaping spell. How about Rune Mastery? Spell Store. How about Repulsions? Repel Undead 5. The list goes on.

Offline Fnord

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Re: How does RMC Spell Law Option 2.2 work?
« Reply #14 on: April 19, 2010, 02:32:08 AM »

That shows a simple lack of imagination. How about Lofty Bridge?  Instant Leaping spell. How about Rune Mastery? Spell Store. How about Repulsions? Repel Undead 5. The list goes on.

When talking about Sleep V as the only useful option I was referring to that game that shall not be named.

Repulsions was not available in Not-RM.

Lofty Bridge was available, but... A leaping mage?  "There come some orcs, wait, I'll leap away and let the warriors handle them."
Useful for self preservation, sure. But I don't see it as the best choice.

As for spell store, how is that useful in any way if you only have one spell? You use "spell store" to store "spell store"? Is this a recursive spell joke?

Believe me, for a Mage, Sleep V was the only useful option. Or you could just go the crazy way and get Light Law, hoping to make to level 2 alive and get Shock Bolt. In the meantime, good luck with being a walking flashlight (projected light).

For the Animist, Heal 10 was the way to go.

Not-RM: Hard times for casters, cool gaming nonetheless :)