Friday, February 21, 2014

Mental Balancing Act

Last post got me thinking about how Psionics could be balanced so as not to be too overpowering in comparison with other magic types.

The first limiter, of course, is that the "casting stat" for Psionics is a derived stat, so to have a comparable amount of power to draw on you need to have multiple base stats which are high enough to average to another high or moderately-high stat.  With a system where there are only three base stats, admittedly, that is not necessarily as difficult as some, and yet it also means one low score can remove it as a viable option.

Something else to consider is what can affect, or is affected by, what.

Physical can affect physical things.  That's... pretty much it.

Magic can affect physical things, and it can affect magical things.  It can also bypass physical, depending on the spell.

Psionics can affect physical things (though this may or may not be more difficult), and it can affect mental/psionic things.  It can easily (depending on the setting, nearly by default) bypass physical.

But magic does not (at least typically) affect psionics, and likewise psionics do not affect magic.

So where's the problem?

Generally, magic does physical damage.  Even when it bypasses physical armor, it does physical damage or has some physical effect.  Psionics do mental damage, the grand majority of the time.  So a psionicist can easily bypass not only physical armor, but any form of resistance to physical damage, and is therefore even more effective against physical-based characters than a magically-trained character.  In addition, since magic doesn't affect psionics, a psion can bypass magical defenses as well, and is only slightly deterred by the better mental stats of a spellcaster vs. a fighter.

On the other hand, a psion can't block a non-physical magic attack, either.  Hmm.

Ok, so really, where's the problem?

Even if I permit a magic-user to affect psionics, and psions to affect magic (at an increased power cost for either) all I'm doing is making attack and defense types more accessible.  Which would mean mages and psions could actually have a chance of resisting each other rather than being glass cannons.

Maybe it isn't as intrinsically overpowered as I thought.

Thursday, February 20, 2014

Free-Form Featherfall

So, I've scrapped the entirety of my magic system, including the compendium list of spells that I'd accumulated, and replaced it with a free-form system somewhat reminiscent of the casting system in Fabletop or the skill and magic system in Shadowrun.  For purposes of nostalgia (and because I'm not ready to scrap my list of weaponry and make all weapons of any given size equal), I still have physical combat within the d20 set-up.

So how does this make things simpler?

I have some basic rules for how spells work, and how adding on different effects increases the cost of any given spell on casting.  But by making the magic system entirely free-form I eliminate the need for resource books.  No more looking up spell descriptions.

It makes it potentially more powerful, sure.  High-powered mages have always been powerful.  And there's still the limiter of "I'm the DM," plus the added bonus that a player can't point to the rulebook and say "but, but, but!"  Plus, it gives the player an excuse to roll a whole bunch of six-siders, which is always fun.

My test subje-erm... game tester has brought up the concern that it can be easier on the player to have a list of spells to work from, the idea that you can look in your toolbox and see what you've got.  And while there is some truth there, if a player wanted to they could write down spells they've used or come up with to refer from later on as well.  I think the potential for versatility and accessibility outweighs that particular bonus.  Plus, I've already come up with a short list of example spells that simulate well-known effects, so if someone says "well what can I do?" I can hand them that list.

Another aspect of this free-form system is that it means any caster can cast any spell.  Healing, direct-damage, buffs/debuffs, whatever, is free game.  Because as I've discussed here before, the idea that any given person can't figure out how to make a spell work in their own tradition is a bit weak.  So I have two spellcasting traditions, Arcanist and Spiritualist.  You can claim the power comes from a potato on a string around your neck, if you like - the only mechanical difference is which of the two spellcasting stats you use for your primary.

This free-form system will also work for psionics, and I have the mechanics in place to support a psionic system, but psionics have always been a bit game-breaking as far as power goes, primarily due to the general non-existence of psionic-resistant monsters.  I'm thinking I may keep psionic ability as a rarity, rolled at character generation, as my mother does it.