Kharille wrote:
There was this thing at the back of my mind. What if you were to blow a loud whistle when they cast it? Or throw a bucket of water over them?
Should be a way to nudge a sorcerer into a bog, if you had higher reflexes, surely you can do things to redirect an indirect attack spell for example.
I think pushing a sorcerer off a cliff or in a bog would just mean that they didn't have a target when they came to cast their spell (just as if the high reflexes character dived behind cover), so this is already covered by the rules (not that there are rules for push-back or grappling, but I'm going to skip over that
). Also, think about how DW resolves combat - everyone takes a turn - character A with high reflexes throws a bucket of cold water over the sorcerer. The sorcerer, recovering from the initial shock of the bucket of water, then starts casting his spell - it's not like DnD where the sorcerer starts casting the spell from the beginning of the round but only takes effect at his turn in combat.
Kharille wrote:
I recall my copy of ADn'D where they had these elements, like hand gestures and audio for spell casting. Guess dragwars don't go into that much detail. I did prefer the magic point system to Dn'd's memorization and constant resting gameplay.
I agree that magic points work better than memorisation for Dragon Warriors, but then we're comparing apples with Tuesdays - DnD is a very different beast when it comes to magic and the rules designed to balance(!) it are very different from those of other systems.
Kharille wrote:
Well, if someone was about to throw a javelin, and you, with a higher reflexes flung one at him, I'd suppose even if you didn't kill him you'd do something to his. Maybe a penalty -4 to ATTACK to his javelin throw .. maybe a similar reduction to speed on his indirect magic attack, and an -4 MAGICAL ATTACK to his direct magical attack....
GURPS has a rule where if you take damage in the round, your next action is penalised by as much damage as you took (for example 2 Health damage equates to -2 to your next action). Again, for me, though, it just complicates combat further - an aspect of the game that already consumes a lot of table time.
I'm getting the sense that you want to balance the impact sorcerers have within your DW game, and i'd be interested to understand why you'd want to do that. Sorcery in DW is deliberately powerful and unbalanced, to be the fearsome, inspiring and intimidating force it is. Sorcerers are not some common adventuring mendicant, but dangerous and unpredictable folks that are rightly given a wide berth. The common folk of Legend won't know the difference between sorcery, fey trickery, and devilish influence, meaning that sorcerers will be unlikely to secure so-operation or a friendly reception wherever they go. The power of the sorcerer can often work against them, so it would be a wise sorcerer that hides their true natures, only risking revealing their full majesty when intimidation or survival is the only option.
I liked that in the Knight's Tale, some additional social context was provided for the sorcerer, which I have adopted in my own campaign - if you are not sworn to the service of a baron (and therefore under his protection), you are effectively an outlaw (and a devil-worshipping one at that), and so whilst sorcerers should feel free to blast spells around with abandon in the privacy of underworlds, amongst the distrustful eyes of gossiping peasants, sorcerers would be wise to keep a low profile.