Report Too Many Spells? in RuneQuest Posted February 23 · Edited February 23 by RogerDee 19 minutes ago, Jeff said: I am quoting you - you called it bloat and bad design. As far as I can see there are no other game designers of note on this thread. I see nothing to gain by "consolidating the magic system" or having generic spells that you can then "bespoke". My opinion on mechanical consistency for magic is pretty much the same as my opinion of mechanical "game balance" for cults. I care about "setting balance" - does one cult have accessible power that doesn't work with how it is presented in the setting. But whether one cult has a spell similar (but not identical) to another spell is simply not a "problem" that requires a fix. No Jeff, what you are saying is somewhat disingenuous here. I did call it bloat, absolutely right; but the lack of consolidation I did not call that a design flaw. 11 hours ago, PhilHibbs said: I think the quirky variety of spells, and the lack of consistency in effect-per-point, is part of RuneQuest's charm. I am aware that it is one of the reasons that RuneQuest, and also Glorantha, is not everyone's cup of tea. This is the D100 designer that said pointed out the lack of consistency, and they have never written any kind of D100 game in his life. https://www.drivethrurpg.com/browse.php?author=Simon Phipp Oh....wait....it appears that he might have. 11 hours ago, RogerDee said: Not really, that is a design flaw, and something it has in common with Exalted, in that charms are not consistant. Same should be true here. And this was my response is above. Which if true, in that spells design and mechanics are inconsistent I did absolutely say was a design flaw. The two points are not the same thing, never have been, never will be.