Tuesday, March 2, 2010

Magic Systems

I've recently been considering a possibility which would basically nullify a lot of work I'd already done. I spent a good amount of time compiling a list of all the 3rd Edition spells and cleric domains, to have a "Master List" of all the available magic in the game. It is a huge list, yet for all that's available it still seems very restrictive in some ways, and there are still only a handful of spells that are regarded as being essential.

So, I've been thinking about pulling out the entire magic system currently in place, and replacing it with a modified version of the (Revised Second Edition) BESM system. I very much like and appreciate the potential for customization in the BESM magic system, which gives every caster the ability to be unique, even if the technical aspects of the spell are the same. It means, in my case, figuring out how to interpret the rules of the Tri-Stat system for a modified d20 system with 10 stats using mana-based casting.

It makes magic potentially much more powerful. This is especially noticeable with direct-damage spells, since the minimum amount (other than 0) that an ability can deal is 15 points. Even using the damage reduction rules for armor found in the 3rd Ed. Unearthed, that leaves a lot of damage for a low-cost spell. The only way to effectively block magic, then, is with magic. This makes a certain amount of poetic sense, following the whole "fire with fire" mentality.

However, magic is also effective against physical attacks, which means that unless the NPCs/monsters have magic, the party will quickly be unassailable if they have a mid-level caster in the party with a Force Field effect. There are ways around this, but not by swarming the party with low-level critters.

On further consideration, this apparent boost to magical power might be what is needed to balance out the static energy level idea that I was considering.

Using the BESM system for magic means that each caster is going to be more unique, but it will also take more time to create a magic-using character. In this regard, I think the positive benefits outweigh that aspect, at least so long as there are only a limited number of people rolling casters at the same time.

I also like the aspect of being able to improve existing abilities and spells as you progress. The idea of a Mage gaining a level, and choosing to improve, for example, a Fireball-esque spell in order to deal higher damage or have a bigger blast radius sounds really nifty.

Chances are I'll end up trying it.

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