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Old 02-09-2012, 12:33 AM   #25
Pagan
 
Join Date: Aug 2004
Default Re: [DF] Easy arcane magic for Dungeon Fantasy

Quote:
Originally Posted by zoncxs View Post
the difference is the player needs to learn how spells work in the magic system, what happens when your skill is at certain levels, etc. with the powers approach they only need to know what it does. so lets take fireball:
Fireball 4 (Accessibility (Must Shout and Move) (+1); Costs Fatigue (+3);Explosive (Damage / 3xYards); Increased Range (1/2D Range only) (x5);Mana Sensitive; Takes Extra Time (+1)) [23]


the player only needs to see this on his/her sheet:

fireball lvl4: range 100yds; cost3FP; takes 2 turns; does 4d6 of damage to target and 4d6/(3 x distance from center) to everything else; must be able to shout and move; magical.

later on you can introduce skill based magic (spells) and show how those works, but for people who aren't used to that or played using gurps, its a tad bit better to use advantages as powers for magic


edit:: what I am trying to say is stop looking under the hood of the car and complaining that it is more complex than the motorcycle.
What happens when your player asks "What does lvl 4 mean?" "You mean I don't have to roll to hit?" "If I do have to roll to hit are there range penalties?" "Is there a possibility of spell failure?" "How much movement can I do and still cast"? Can I cast with just one arm free?"

The player is still going to have to learn how magic works...just now, they'll have to learn how YOU define magic since you effectively designed the system or they have to learn how Powers (advantages, disadvantages, enhancements, limitations, modifiers, etc) work. Powers isn't simple. Especially powers that simulate spell casting instead of super powers.
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