Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts

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.

Wednesday, November 23, 2011

Short Update

Having only two people in the party can be a challenge as it is, but when neither one has healing it really makes it difficult to gauge an appropriate challenge.  In the most recent game, and the one before that, at least one character has fallen into negative hit points, and needed to be dragged to a temple for healing.  It seems like the encounters I've been giving are either way too easy, or way too hard, and I'm having some trouble trying to find the middle ground.  Then again, I don't really get a lot of time to find it.