07-22-2018, 03:17 AM | #181 | |
Join Date: Mar 2013
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Re: The Problem With Magic
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For the ever popular Continual Light example I've just crunched the numbers and it doesn't look good. Continual Light at it's highest power costs 6 energy to cast and thus $6 to have cast and lasts a week on average, so you'll need 4 castings for $24 a month, and that's only if you only need one light source, two is probably more likely for all but the poorest of people, so that's $48. Now the calculations are normally for TL4 and as Status -1, which seems a good ballpark for most people in that sort of era, is an income of $400, that means these lights are costing you 12% of your total income and that percentage doesn't change as TL increases and income increases. |
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07-22-2018, 05:44 AM | #182 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: The Problem With Magic
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In fact "Only Train When You Gain" Dragon #97 acknowledged that this one rule was more responsible for campaigns going Monty Haul then anything else. Heck, "History of a game that failed" Dragon #99 acknowledged that many predesigned modules encouraged Monty Haulism. Quote:
Sure DMG 90 talks about hypterinflation but when you look at the amount of wealth the low level critters drop it just doesn't make sense for there to be hypterinflation in the first place. Last edited by maximara; 07-22-2018 at 08:02 AM. |
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07-22-2018, 05:56 AM | #183 | ||
Join Date: Jul 2007
Location: West Virginia
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Re: The Problem With Magic
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__________________
Per Ardua Per Astra! Ancora Imparo |
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07-22-2018, 12:45 PM | #184 |
Join Date: Jan 2017
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Re: The Problem With Magic
Thus bring back some use for enchanters again.
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07-22-2018, 03:27 PM | #185 | |
Join Date: Mar 2013
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Re: The Problem With Magic
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Two problems: The cost doesn't go down as TL gets higher, it will at least keep pace with income, if not get higher and secondly you have to find people prepared to spend their lives making them. Last edited by scc; 07-22-2018 at 03:38 PM. Reason: Typo |
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07-22-2018, 06:50 PM | #186 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: The Problem With Magic
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Odds are at least one of the 32 "laws" of Magic in Authentic Thaumaturgy will be functioning. |
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07-22-2018, 07:05 PM | #187 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: The Problem With Magic
Underlying rules for all systems of magic would do that. Underlying rules for one specific magic system helps with worldbuilding.
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07-22-2018, 10:03 PM | #188 |
Join Date: Mar 2013
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Re: The Problem With Magic
I might further to say that underlying rules for any provided magic system prevent the magic system from conflicting with any world built to go along with it.
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07-23-2018, 08:32 PM | #189 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: The Problem With Magic
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Is the magic low or high? Do both types exist? Is the world high or low fantasy? Dozens of questions could be asked even before you got to the rules of magic itself. |
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07-24-2018, 06:17 AM | #190 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: The Problem With Magic
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