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Old 03-07-2019, 09:55 PM   #14
Kax
 
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Join Date: Aug 2004
Location: God's Own Country
Default Re: Advice on Spirit-based RPM variant

Quote:
Originally Posted by dfinlay View Post
Alright, so I feel incredibly inarticulate right now. Rereading my first post, I can see why. It wasn't very clearly written and jumbled a bunch of different ideas together. So, the core idea, stripped of fluff as much as possible (the rules are in bold, while the explanation is not):
[*]Each geographical region in the campaign world has a list of spell descriptors. Spells matching those descriptors are the only spells that are possible to perform there. Characters may buy an advantage that exempts them from this rule for a specific type of spell. This is intended to make it so that casters will either have to search for locations where they can cast the spells they want to cast, influence conflicts so that they occur in the locations the casters need, or try to deal with having a limited set of effects they can produce. It should also make magic seem more finicky and less casual. This is the core of the idea. Everything else is optional add-ons.

So if I want to use a particular spell wherever I like I have to go where pokemon with that spell exist and capture/make friends with one 'cos trainers don't have their own spells beyond being able to call and bind/cajole pokemon.


Quote:
Originally Posted by dfinlay View Post
[*]Each combination of location and spell type that is possible there (called a spirit) would only allow spells of a certain power level or lower (measured in energy). This would make the process of finding somewhere to cast the spell more difficult for more powerful spells, potentially making it a full-on adventure for the most powerful. Note that this doesn't give a bonus to casting, merely acting as a requirement for more powerful spells.

And pokemon have their own individual power, which may be changeable by training/evolving the pokemon. But if I want a serious boost in power I've got to go get a more powerful pokemon.


Quote:
Originally Posted by dfinlay View Post
[*]Originally, I was thinking that each spirit would require you to use a different attribute as the base of your magic. This would encourage casters to focus on Magery and Path skills to improve their magic, rather than IQ, while still giving some incentive to have non-magical aptitudes. It was also intended to differentiate casters by having some of them work better with certain spirits than others and to allow/encourage casters with things like strength or health as core attributes as well as the typical IQ mages. You might be correct, however, that it is unnecessary complication and I should just make it base 10 magery.[/LIST]

Each pokemon has its own correspondences, including possibly (if you want to go there) different correspondences with the trainer's abilities.


A bit of added humour, but this looks like what you're saying.
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Last edited by Kax; 03-07-2019 at 09:59 PM.
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