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Old 03-02-2016, 05:44 PM   #15
Emerald Cat
 
Join Date: Oct 2015
Location: Cincinnati, OH, USA
Default Re: Alternate Magic System

Quote:
Originally Posted by Shostak View Post
The reason for Magery 9 is to keep max casting ability at 14 unless skill in spells or Thaumatology is bought.
Capping your Magery attribute at 14 would achieve the same effect.

Quote:
Originally Posted by Shostak View Post
Having the bonus come from the Sphere level allows the potential for characters who are crackerjack in one Sphere, but only middling in another. Maybe there is a cleaner way to do that then my proposal? Getting the verbs and the bonus is a bit of a twofer, but given that it comes at what amounts to 1 college, it might be seen as reasonable. Or maybe the Sphere cost should just be higher per level.
Right, turning Magery into an attribute is really bad for encouraging specialists. Based on the price of Magery at 10/Level, a +1 to all casting skills should be worth 10/Level. Assuming all Spheres have equivalent utility, One Sphere Magery would be useful 1/12th or ~8% of the time. This would be worth a -35% Accessibility limitation. One Sphere Magery would thus be worth ~6.5/Level. Therefore, each sphere should be worth 13 to 15 points/level.

A simpler way to reduce the importance of the IQ stat for mages would be to state that all casting skills are based off 10 + Magery. Each level of Magery would have a mandatory -40% One Sphere Limitation under this system to force specialization. Limiting Magery in a Sphere to 4 levels would mean that even the best mages would be basing their skills off of 14. Finally, your Sphere level would determine what verbs you have access to but has no effect on effective skill.

Note that I basically bumped up the limitation to -40% instead of 35% to give nice round numbers for Magery costs. This is very close to the canonical One College limitation for Magery anyway.
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