Re: [Thaumatology] Thoughts on a magic system
Thanks for the suggestions and critique! Thoughts so far:
* Okay, I realized I went too far with threshold and recovery. That should definitely be changed. I think perhaps bumping up threshold to 30, and then recovery to 10 daily would actually be more in line with what I have in mind.
* Fiddling a bit with some of the weirder prerequisite counts.
* Design intent is that magic is hard and that ritual castings are preferable, and that mages generally don't go about slinging fireballs in combat. Or, the more experienced ones might.
* Should probably just straight up remove the limit on CP's allowed in spells.
* There seems to be a lot of criticism of the capping of skills and the difficulty in getting over 12. Probably should have outlined this more clearly in the original post (and I basically didn't at all, so it's all on me), but as mentioned above, it is geared towards something slightly more low-power and ritualistic than standard. Magic is fairly prevalent power in the setting, so the Low Mana -5 suggested in Thaumatology doesn't quite seem to fit. Hence the focus on limited base skill and encouraging ritual castings.
Any thoughts?
Thanks for all criticism, past and future!
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