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Old 09-17-2017, 09:18 AM   #9
evileeyore
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Join Date: Jul 2006
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Default Re: What is the best Magic system to use in a DF campaign?

Quote:
Originally Posted by Set View Post
Save or die spells aren't fun, period. They are frustrating when the players get targeted by them, and anti-climatic when the players cast them.
And that's OSR D&D in a nutshell, which is what DF does.



Quote:
However, spells such as Panic should exist, they are a staple to the genre.

I'd like to know if there is any system designed to GURPS that implements those spells in a balanced way.
No. Because there is no way to 'balance' those spells.


This is a "zen problem" and the best way to solve a zen problem is to either decide you enjoy it that way or do something else.



Quote:
Originally Posted by malloyd View Post
I'm sort of skeptical there is such a thing as a balanced magic *system*.
Spells as Powers (Sorcery) is inherently balanced under your theory of "limited application". But.... it's not at all what I would use for DF*.

DF really screams out for Spells as Skills (Magic) or Effect Shaping (Path/Book) or Energy Accumulation (RPM/Incantation).


* In limited doses it can be great though, see Magical Bolt (for Wizards) for example.

Quote:
Sure your "Summon Nuclear Explosion" spell will win any fight, but it's not badly unbalanced as long as there are plenty of missions where the goal is something other than kill everybody in sight.
You obviously do not follow the school of Enough Violence Solves All Problems.
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