SkinnyOrc wrote:Yeah I loved the way it worked in the Sorcery gamebooks but I'm not convinced it translates so well to AFF2. The three letter names were great in the gamebooks with having to remember which was for which spell, but they're kind of clumsy for a full RPG. Same with the "you learn all the spells in one go" thing. It means the player with a sorcerer doesn't have a lot of choices to make developing their characters. It also might seem a bit weird once an Old World Gazetteer comes out and there's more sorcery spells. I'm not even sure it was clear in Sorcery you had learnt all the spells in one go, maybe that's just what you knew when you started the mission.shintokamikaze wrote:I don't use Sorcery in my games much, but this sounds very good
We haven't used Sorcery yet, we have a Wizard and a Priest currently although the Wizard player considered a Sorcerer in character gen. I'm not sure how they play but they look interesting but limited. Perhaps having schools of Sorcery would help, then a Director and player can decide on spell groupings that that school teaches. It may also give incentive to the player to seek out other tuition.