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Old 07-07-2018, 03:11 AM   #2
Polydamas
 
Join Date: Jan 2006
Location: Central Europe
Default Re: The Problem With Magic

Quote:
Originally Posted by scc View Post
Magic doesn't exactly have the best rep, some of it deserved (Not really updated from 3e) and some not (It's too cheap), but I think I've figured out a real problem it suffers from: No Meta-physics.

There's no attempt to explain HOW any of the spells work and that's rather important. Now this may sound silly or folly but it's actually rather important because it informs you how magic itself works and what it's limits are. And lack of definitions here may have carry on effects.

An example of this problem is how the College's are organized, they work along themes rather then appearing to work on fundamental (magical) concepts, which can result in spells that would logically go together not, or very weak colleges (Food).

Now while the various other magic systems lack the same level of definition, given that they don't have pre-determined lists of spells it less of a problem.
I don't see that as a problem, because it is a generic system (so has to work in settings with servitor angels and settings with magic as an energy field), and because the odds are that your players have no idea why magic works either, any more than the average electrician really understands subatomic physics. D&D magic does not come with metaphysics either. I still think that the two main problems are:

- There are too many common spells which let a single character break a 'typical fantasy RPG setting' (the Unofficial GURPS Magic Faq has an OK list). Many of them are basically boring spells too ... in most settings we don't want mages replacing barbers and masons.
- The implicit assumptions about how (not why) magic works which held up to GURPS (3e) Magic (about 10 FP and powerstones, repeated small, short-ranged castings to create major effects, int14magery3, mana levels, combat spells are either about as effective as a crossbow or can take one opponent out of the fight at the cost of all your FP) faded away, leaving a bundle of spells which is not very flavourful and takes too long to organize

About 10 years ago, David Pulver suggested that the solution was to regroup around a list of about 100 spells suitable for a ghost story, horror novel, or medieval legend, another list for flashy fantasy novel magic, another for technomagic, another for 'please don't call it psi' ...
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