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Crel

"Quick" Sorcery Question

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How do y'all think we should calculate sorcery spell percentages for starting adventurers? My initial instinct was that the actual percentages were equal to the percentiles gained from Philosopher and/or starting membership in Lhankor Mhy. However, as I've been re-reading some of the material I'm second-guessing that because on p. 390 it notes that new spells are learned at 1D6+Mag Mod after the requisite training or research.

So for example, the Philosopher occupation notes they start with three spells, and has (Sorcery spell) +10% twice and +20% once in the Occupational Skills on p.70. I'm trying to see if this would really be 1D6+Mag Mod+10, or just a flat 10% (or 20%) start.

The further correlation of this, I think, is that if those Occupational Skill percentiles don't need to be assigned to the spells gained from Philosopher, you might be able to double-dip spell +%s from LM and Phi to get a better starting percentage. But, the more munchkinny applications can end up on that thread (I just didn't want to clog that thread up with another interpretive debate).

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31 minutes ago, Crel said:

How do y'all think we should calculate sorcery spell percentages for starting adventurers? My initial instinct was that the actual percentages were equal to the percentiles gained from Philosopher and/or starting membership in Lhankor Mhy. However, as I've been re-reading some of the material I'm second-guessing that because on p. 390 it notes that new spells are learned at 1D6+Mag Mod after the requisite training or research.

Sorala does not have the extra 1D6% so I'd take that as indicating no.

Edited by PhilHibbs
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30 minutes ago, Crel said:

So for example, the Philosopher occupation notes they start with three spells, and has (Sorcery spell) +10% twice and +20% once in the Occupational Skills on p.70. I'm trying to see if this would really be 1D6+Mag Mod+10, or just a flat 10% (or 20%) start.

For me (and my GM), 1D6+ Mag Mod+10. You start at 1D6%, and philosopher adds you 20 on 1 spell and 10 on 2 others. And you add the modifiers of your magic school (Aeolianism, Lhankor Mhy, Lunar or Malkion).

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1 hour ago, PhilHibbs said:

Sorala does not have the extra 1D6% so I'd take that as indicating no.

I keep forgetting to check the pre-gens for comparison. Thanks for the reminder.

1 hour ago, Kloster said:

For me (and my GM), 1D6+ Mag Mod+10. You start at 1D6%, and philosopher adds you 20 on 1 spell and 10 on 2 others. And you add the modifiers of your magic school (Aeolianism, Lhankor Mhy, Lunar or Malkion).

Once you've generated that 1D6+Mod+X skill, do you then add your modifier when in play? The way I read it, the modifier is used in calculating your initial skill with the spell, and might double-dip.

What do you mean by modifiers of your school? I don't see anything listed in the book (p.388-9). Are you referring to older material?

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1 hour ago, Crel said:

I keep forgetting to check the pre-gens for comparison. Thanks for the reminder.

Once you've generated that 1D6+Mod+X skill, do you then add your modifier when in play? The way I read it, the modifier is used in calculating your initial skill with the spell, and might double-dip.

What do you mean by modifiers of your school? I don't see anything listed in the book (p.388-9). Are you referring to older material?

Sorry, I've not checked before: There is nothing extra for spells in the various sorcery schools, only rune and techniques (I am using the current version, in my case downloaded when I purchased the slipcase).

Yes, for me, the Sorcery spell score is: 1D6%+Magic Category modifier (RQG p390)+What you add at creation (from profession)+experience (when later).

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I'd say no, as it's just another skill that needs to start somewhere. I presume that the added 10/20% comes from the experience gained in the intervening time after you initiated into the cult, or whatever.

 

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I'd use it as written: the skill is 1d6+magic skill modifier as a base. 

That's the skill %; so in play, the chance to succeed would be that PLUS the magic skill modifier.  Yes, you're double-dipping a bit on the magic modifier but it makes sense that someone innately better at something would start better at it than a complete schlub.

(And I would also put the profession bonuses atop that, not in replacement for that.)

You might ask if that's consistent, as weapon skills don't get a similar innate-ness bump when they're learned, but:

- you could add it, sure, or

- you could recognize that they DO get it: weapon skills already have a base skill level.  Personally, I prefer the idea that an ability score category bumps that for the same reasons it makes sense for spells.

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14 minutes ago, styopa said:

I'd use it as written: the skill is 1d6+magic skill modifier as a base. 

It can also be understood that way. Once again, the RAW wording is ambiguous. I'm just not as generous as you on that matter.

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52 minutes ago, styopa said:

I'd use it as written: the skill is 1d6+magic skill modifier as a base. 

That's kind of what I was leaning toward. Most of my confusion was because there's not really reference to a percentage for the occupational experience to get added atop, unlike the other skills.

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The +1D6 is due when learning a new sorcery spell after the character is created, during the creation process we should refer to occupations such as Philosopher or Scribe.

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Definitely do not add the 1D6 from learning a new spell. That is for learning new sorcery spells after character creation, as @jps just said.

You don't add a base 1D6-1 to your initial alchemy or navigation skill just because you would've started with that when initially trained.

The starting percentages from homeland/profession/cult in adventurer creation are what you get. 

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