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#31 | |||||
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Join Date: Oct 2004
Location: Yorkshire, UK
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A simple tweak to make Missile Spells virtually the same as an Innate-Attack Power; don't roll for the Missle Spell itself (perhaps limited to those with Spell Skill 15 or 16+, very likely for any serious wizard); then you have the same as the Advantage - Take your time, spend the FP, Roll an Innate attack Skill roll To Hit - Easy! Quote:
The 'choice' issue is only really a new player issue - which applies to more than just the spell system, and to most rules systems of any complexity. Once a player is familiar with the Spell rules, the 'choices' becomes the big plus side, and the reason to play a Wizard, for a couple of points in a couple of spells the wizard can get new abilities and powers; something which cannot easily be replicated with the advantage based magic mechanism. Quote:
Building Magic Advantages requires searching the advantages in Basic: Characters, probably Powers (that's at least 2 books) for the right Advantage, Enhancements and Limitations. How do you create a Fireball - hmm, what advantage is that? Once you get the simple answer, most attacks are Innate Attack (that's easy, once you know) - Fireball is a Burning Attack. What about Lightning? not immediately obvious what sort of attack that is. What about a Wall of Stone? There is not Wall Advantage; oh it's Innate Attack, really? OK - Fine once you know. Amusingly for this comparison, there is no Wall of Stone Spell in Magic - ah well, just shows neither system is perfect. Once a player gets the basic layout and hang of the Spell system, they can look through the Magic book themselves; something which is not likely to occur with the Advantage based Magic - the GM is going to have to build all options! |
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| Tags |
| dungeon fantasy, thaumatology |
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