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.
Showing posts with label Parents. Show all posts
Showing posts with label Parents. Show all posts
Thursday, February 20, 2014
Free-Form Featherfall
Labels:
Arcane vs Divine,
Dungeons and Dragons,
Fabletop,
fun,
gaming,
healing,
Magic,
Parents,
roleplay,
Shadowrun,
skill systems
Sunday, August 7, 2011
With Great Power Comes A Need For Control
I recently showed my static mana plan to my mother, the woman who raised me in modified AD&D. She liked the concept and implementation, up to a point - she raised concerns over it being too much power for a low-level character. My original thought was that, yeah, a 1st level mage might end up being able to cast 18 magic missiles, but magic is to a wizard what a sword is to a fighter, and the latter aren't restricted to how many swings in a day.
But then I thought about some of the other system changes I'd made from 1st and 3rd, and how weaponry and armor, as well as multiple attacks, have less to do with your class and more with your inherent stats. A mage might have stats optimized for casting, but if they'd taken fighter as a class instead they'd be no better off in physical combat. Any class can wear any armor, and my spell failure for arcane magic is based off of how much metal is in the armor rather than how much it inhibits arm movements for somatic components (something which seemed far too easily remedied with careful manufacture anyway).
So maybe I'm being too nice to casters.
Rather than come up with a system that limits how much mana is available until the maximum is reached, however, I thought about the possibility that spells might, at first, take more mana than would be indicated by their level. Say, for example, that at first level, a 1st level spell costs 5 mana instead of 1. You're just starting out in the world of magic, you haven't had a lot of practical experience, and you're still learning how to properly, and efficiently, wield the power you have. At second level, the cost goes down by 1 point. At third level, it now takes 3 mana for a 1st level spell, and so on until you reach the minimum of 1 point for a 1st level spell at 5th level.
Every time you gain access to a new level of spells, the cost of them is X higher than normal, let's say 4. That would mean that 4 levels after you start getting spells of that level, they would cost the normal minimum of 1 mana per spell level.
This could be a bit confusing for cantrips, since they normally take 1/4th of a mana. I could start them at 4, or I could be nice and start them at 1, dropping by 1/4 each level until the minimum.
Thoughts?
Labels:
Control,
Dungeons and Dragons,
gaming,
Magic,
Parents,
Power Levels,
roleplay,
RPGs
Tuesday, April 12, 2011
Just A Father's Pride?
Why is it that a photographer can take a picture of my child, and then demand payment of over $100 for the digital copy and "rights" to print?
Yes, I understand that they need to make money. That's why they charge for the prints on the special glossy paper. Putting a watermark on the digital samples on the website, not even allowing download of lower resolution non-watermarked photos, and charging $120 for a CD with the pictures on it is ridiculous. You took a photo of my child. You should be paying me.
This hospital-associated studio doesn't do free shipping, even on orders of $1000+, and tried to get another couple bucks out of me by stating that their "free gift" still was taxable and put me into the next price bracket for shipping.
In the end, I didn't buy any of their silly packages - just an 8x10 and a 10x13 of the one shot we couldn't bear to pass up. I didn't get their CD, either - that's what my scanner is for. If they hadn't gotten lucky with that one pose, they'd have gotten nothing from me.
Yes, I understand that they need to make money. That's why they charge for the prints on the special glossy paper. Putting a watermark on the digital samples on the website, not even allowing download of lower resolution non-watermarked photos, and charging $120 for a CD with the pictures on it is ridiculous. You took a photo of my child. You should be paying me.
This hospital-associated studio doesn't do free shipping, even on orders of $1000+, and tried to get another couple bucks out of me by stating that their "free gift" still was taxable and put me into the next price bracket for shipping.
In the end, I didn't buy any of their silly packages - just an 8x10 and a 10x13 of the one shot we couldn't bear to pass up. I didn't get their CD, either - that's what my scanner is for. If they hadn't gotten lucky with that one pose, they'd have gotten nothing from me.
Labels:
digital rights,
hospitals,
Parents,
pictures,
studios
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