05-08-2019, 09:06 PM | #1 |
Join Date: Jul 2018
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Yet Another Specialization System (YASS!) for wizards
I've split up the spell list into 6 schools (seems fitting, we love our 6's here... 6 sided dice, hex maps...), and come up with a system meant to encourage more diverse magic-using builds.
Most of these ideas aren't particularly original to me, I've basically just compiled them and attempted to wrangle the mess into some semblance of game balance. In the process I've (mostly) tried to disturb the core rules as little as possible. Ain't broke yada yada... So pure-vanilla wizards would stay pretty competitive against ones built on this system, I think, and there's no reason you couldn't have both in a campaign. Anyway, I'd appreciate whatever feedback y'all care to give. Link to Google Doc: https://docs.google.com/document/d/1...it?usp=sharing (TL;DR: No wizard-hero divide. Spells cost 2 IQ points apiece to learn, unless you have the base talent for a "school", in which case they're 1 point apiece. A simple "perk" system, a healing spell that's a powered-down version of Regeneration, and new rules on casting spells from a grimoire.) |
05-12-2019, 09:56 AM | #2 |
Join Date: Nov 2017
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Re: Yet Another Specialization System (YASS!) for wizards
Very Cool!
Though I'd probably make Magecraft give you access to INT 8-12 spells, then make another talent for 13-16, and a final one for 17+ |
05-12-2019, 03:26 PM | #3 |
Join Date: Nov 2010
Location: Arizona
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Re: Yet Another Specialization System (YASS!) for wizards
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05-13-2019, 09:38 AM | #4 |
Join Date: Jul 2018
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Re: Yet Another Specialization System (YASS!) for wizards
No reason you couldn't do that... to me though, it seems overly complicated and restrictive for a game system where the basic Sword talent will let you wield everything from a dagger to a 2-handed greatsword. That's why I chose to have my Adept and Mastery talents basically function like magical equivalents of Missile Weapons/Weapon Expertise/Fencing/etc.
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05-13-2019, 04:01 PM | #5 | |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Yet Another Specialization System (YASS!) for wizards
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I like your system. I especially like the classical Four Elements being worked in, because that's always cool imagery, and you've assigned the functional 'meanings' quite well. Plus, while I am normally inclined to nitpick and argue about any additions to the basic four, Light and Void are a nice pairing (which maintains the 'sets of opposites' principle of the first four), and makes thematic sense. (And it also fits well with the hex-based system, if one enjoys numerological consistency.) I might actually use this. Thanks! |
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05-13-2019, 08:02 PM | #6 | |
Join Date: Jul 2018
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Re: Yet Another Specialization System (YASS!) for wizards
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05-13-2019, 08:08 PM | #7 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Yet Another Specialization System (YASS!) for wizards
Chaos would have been okay too, but then you'd have needed Order (or perhaps Law?) to make a nice pair out of it. Light & Void accomplish the same thematic purpose, and are more picturesque — very Yin & Yang, I'd say — while also handily avoiding any whiff of Warhammerism. ;)
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05-13-2019, 09:03 PM | #8 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Yet Another Specialization System (YASS!) for wizards
The wizard's guild is aware of near infinite spell specialization systems as different ways of teaching students spellcasting. These usually are based around some common theme such as unarmed combat, dance, swordplay, acrobatics, etc.
The common features of these systems is that the students (must) learn the base talent(s) at base (not doubled) cost, the spells are taught and not learned from books (and these students are unable to use books, chests and labs), the spells taught are from a very limited selection, and the students aren't prepared to become enchanters. So while there are many different variant kinds of spellcasting, the wizard's guild (and society in general) values the standard wizardry much more.
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05-13-2019, 10:28 PM | #9 | |
Join Date: Jul 2018
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Re: Yet Another Specialization System (YASS!) for wizards
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If you like having magic-using fighters, they're much more feasible when spells cost 2 IQ apiece rather than 3. For example, a 32-point character build I came up with while testing: Elf fighter: ST 11 DX 11 (10) IQ 10 MA 14 (Elf + Running) Spear, also a staff (2 dice damage - 1 stabby, 1 occult) Cloth armor (-1) 7 Pwpns (2) 8 Running (2) 8 Staff (S) (2) 10 Speed Movement (T) (2) (and 2 IQ points left over) The fun part being, this guy has a 14-hex charge attack while Speed Movement is powered up, and it does 3 dice damage! Is that too broken? You decide... I specifically left the "iron and magic" rules in effect, to keep this kind of thing from getting too out of hand. That spearhead is probably made out of bronze (so maybe it's actually 3d - 1). |
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05-14-2019, 11:11 AM | #10 | |
Join Date: Sep 2005
Location: Arizona
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Re: Yet Another Specialization System (YASS!) for wizards
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