08-19-2017, 12:27 AM | #11 |
Join Date: Dec 2007
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Re: Making spells feel more like skills
What if the normal non-spell skill was Running? It is true of course that the kind of thing you describe is the reason why improvisational magic exists as an option.
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08-19-2017, 12:32 AM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making spells feel more like skills
I have taken Running classes, we didn't just run but learned exercises and about nutrition, injuries, shoes and recovery.
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08-19-2017, 08:34 AM | #13 |
Join Date: Dec 2007
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Re: Making spells feel more like skills
But there are plenty of people with Running skill who haven't, and even for those who have, most of their training time actually consists of going out there and running.
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08-19-2017, 09:22 AM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Making spells feel more like skills
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You're a magic student, so you start out by learning Symbol Drawing, which is the notation you use to define spells and focus your mind on them. Once you have that, you can learn the symbols for a particular spell. In the time required for familiarity (8 hours, conventionally), you learn just enough to be allowed a default roll at IQ+Magery-6. What this represents is you trying to focus your mind on the imperfectly remembered structure of the spell—and likely failing a lot of the time. But if you're not under pressure, you can make a Symbol Drawing roll, taking up to 30 seconds for up to +5, and that gives you a bonus to cast the spell; typically you write your pentacles and esoteric scripts onto a wax tablet, slowly and carefully, trying to get everything right. The standard magic system says that you can cast most spells in combat, meaning they take one second. That's about long enough to enunciate 15 phonemes ("hackertybackertyone") and make a few gestures. But there's also getting the right stance and intonation and rhythm; in a way, it's a performing art. It may be like trying to play a simple tune on the piano, and training yourself out of hitting the wrong note or having the wrong rhythm. Even though it's IQ-based, magic as presented seems to be more like a physical skill in many ways. Oh, and if you use this to cast Ignite Fire in combat, at the penalty, you may be able to claim "learning under stress" to justify going straight from initial familiarity to a point of skill. But you won't get that for casting the spell in class, under a teacher's supervision, with 30 seconds to sketch the symbols, and with no danger if you take too long or fail to cast the spell (though there is the risk of critical failure, of course).
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Bill Stoddard I don't think we're in Oz any more. Last edited by whswhs; 08-19-2017 at 09:25 AM. |
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08-19-2017, 10:57 AM | #15 |
Join Date: Dec 2012
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Re: Making spells feel more like skills
In general, I tend to prefer the various forms of Ritual Magic (not the main version, for reasons noted in the link below, but Path/Book Magic, RPM, et cetra) or Sorcery over the standard magic system, though I have some fondness for a variant on the No School Grognard blog: Spells are easy, college is (very) hard. I don't agree with all the changes, personally, but I do think that it's better than the legacy standard system.
One much simpler variant I'm fond of is to just make all the Hard spells Easy, and all the Very Hard spells Average, while also allowing the casters to be somewhat creative in how a spell manifests and/or is applied, when that's an option. Anything that fits the spell description, is not too close a fit for another spell's description, and would not add utility in general, but might add a little in this specific instance, would be allowable. So would making a spell do something that is pretty similar (but generally somewhat inferior) to another spell that it is a direct prerequisite for (e.g. using Create Fire and Shape Fire to make a ball of fire to attack with; not as good as a proper Fireball spell, but close enough, and implies how the Fireball spell might have been invented, and indeed, how it might be taught). I'd also have spells default to their prerequisites (e.g. Fireball would default to something like Create Fire-4 and Shape Fire-3).
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
08-20-2017, 03:38 AM | #16 | |
Join Date: Aug 2009
Location: Poland
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Re: Making spells feel more like skills
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I liked the Ritual Magic in theory, but in reality, I'm unimpressed, at least as a player - some spells having a penalty of -20, without a standard way to get a bonus of at least +10, makes Ritual Magic ridiculously hard (actually far harder then spells-as-skills approach, where you can invest just around 20 points in magic to be able to cast Utter Dome). So Ritual Magic is a good starting point, but needs a lot of tweaking as well.
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My irregular blog: d8 hit location table |
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08-20-2017, 10:25 AM | #17 |
Join Date: Dec 2007
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Re: Making spells feel more like skills
Oh yes. But one thing I do which does make it more like a skill is that instead of high skill levels letting you automatically drop elements like gestures and incantations, instead I have omitting the elements as task difficulty modifiers
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08-20-2017, 11:25 AM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Making spells feel more like skills
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The mechanics I described from Worminghall do provide you with a way of doing this, sort of: Get a bonus to spell casting from Symbol Drawing, and get a bonus to Symbol Drawing from drawing the symbols slowly and carefully. Now that I think can be visualized in a way that makes sense.
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Bill Stoddard I don't think we're in Oz any more. |
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08-20-2017, 12:46 PM | #19 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Making spells feel more like skills
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Now, if I'm editing something, and I want to check it carefully, I read it aloud, perhaps slightly slowly. But that seems to me to be already covered by the requirement that a spell be spoken aloud until you attain a high skill level. The casting without speaking corresponds to the way I normally read.
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Bill Stoddard I don't think we're in Oz any more. |
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08-20-2017, 02:29 PM | #20 |
Join Date: Aug 2009
Location: Poland
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Re: Making spells feel more like skills
Well, I'd be very wary of allowing using Time Spent with spells overall, but just doubling the time and adding gestures and words for +1 actually has a precedent in the alternate rituals rules. I don't see it as prolonging the magical words the caster speaks, but actually using more words (just like at skill 15 the caster needs to speak fewer words than at 14).
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