Re: [DF] Easy arcane magic for Dungeon Fantasy
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Designing for objectivity takes time, effort and ability. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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OK so what do we have thats published? College magic (my term for the Basic system most people use and think of) has a huge list of pre-built spells. Ritual magic, Threshaold Magery and a bunch of lesser varitions exist for that system. Noun/Verb magic can do its own thing but also uses the above ssytem as examples. I call it a separate system. Path/Book magic is an entirely different system but lacking in examples and could use additional spells. But it is pretty solid and not that hard ot make new spells. Ritual Path Magic from Monster Hunters is another separate system and gives enough detail that it requires little GM adjudication. It gives us flexibility but enough mechanics so its easy to build spells on the fly. When it gets its own book it will probably be a lot better and more detailed. So easy in fact that there are a couple of javascript editors to handle the math for you. Realm Magic requires a lot of GM oversight but allows power and flexibility. Words of Power is simple yet another system, first seen in Witch World. Divine Favor is a system built around powers. Alchemy, Herb Lore and Material magic gives us more. Symbol magic is yet another system. Sounds like 4 full systems with good workups and a bunch more that are variations or just flexible systems. And several of these were originally written for a specific setting. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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Re: [DF] Easy arcane magic for Dungeon Fantasy
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One objective system, which is crappy for other reasons, and the rest are subjective systems, with subjectivity being crappy in itself. (Divine Powers isn't a magic system, any more than Psionic Powers is.) And don't talk down to me about "math". I'm not talking about arithmetical complexity. I'm talking about subjectivity. About the requirement for massive amounts of GM interpretation. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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Re: [DF] Easy arcane magic for Dungeon Fantasy
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I find that odd for someone who does not like Subjective systems. All the systems and rules have some level of subjectivity. However your statement was that there was only 1 that did not require extreme amounts of subjectivity. What is extreme about RPM? There is a lot of math and different ways to do something but how much it costs and what you can do seems pretty well laid out to me. Book/Path only requires GM effort in making or approving new rituals. I do not see the existing ones as requiring extreme effort or judgement. Several of the systems rely on the basic spells but use them in a new way and with new mechanics. You did not argue they were not different systems, instead saying they all require extreme subjectivity. How so? We probably have different definitions of the word extreme. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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And speaking of economics, if by your admittance, the people who want your truth are few, why would SJG cater to those few when it isn't financially responsible. Why not do what they did and give a system that is broad but can be tweeked to simulate many different types of magical systems. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
Aaaand this is now officially another branch of the "Skill based magic sucks!" "No it doesn't!" "Yes it does!" thread.
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Re: [DF] Easy arcane magic for Dungeon Fantasy
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Anyways, magic can work however you want it to work. Maybe it's subjective; that's what the GM is for. At some point he's going to have to decide what he wants his world to look like - either when initially designing his magic system, or during play as he adjudicates it. |
Re: [DF] Easy arcane magic for Dungeon Fantasy
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