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#10 | |
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Join Date: Aug 2005
Location: Denmark
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Quote:
I actually think the way the normal GURPS magic ruels works fits pretty well with Warhammer Fantasy: - You must learn one spell at a time. And can't cast spells you haven't learned. [In both WFRP 1st and 2nd as well as in WHFB you have always had a select few spells you knew, and nothing in between]. - Spells have pretty specific and predictable outcomes. (unless something weird happens). [You cast spell A it gives you result X. You can't change it depending on situation or just do "magic" and then have an effect based on your current mood and the situation] - If you pour more energy into them, they can be more powerful. [In the newer additions you have often been able to get a better effect with a better roll (overcasting)... I might mix this up with the psionic powers in Dark Heresy actually] - You need to be a "higher level" mage to learn and use the more powerful spells. [The classical 4 levels of "magery" in WFRP as well as in WHFB] - How many and powerful spells you can cast is in part dependent on the mages fortitude and willpower. [For instance Wizards have in Warhammer traditionally been very tough (T:4)] All of this fits how magic worked in WFRP 1st ed and WFRP 2ed. And to a lesser extend some of the different WHFB games. The big difference is that in WFRP you do not have a "spell/mana/energy limit". Ie. you can keep casting spells. But each casting carries a risk. This is different from WHFB where you usually had a limited amount of "winds of magic" with which to cast spells. but since the actual roleplaying games didn't include this, I would think that only Battle Magic spells of the size and power relevant for warfare might ever be at risk of draining an areas local "mana level". Spells in the power level of the roleplaying game might be affected by the winds, but would never drain them. ------------- So with all of the above in mind I have decided to use the traditional system. But restrict some of the more powerful spells to specific fitting collages. And then use highly variable and aspected manalevels. The only thing I really need is to decide if I just want to use the normal "critical failure" table... or if there need to be an inherent risk for every casting. Even for a successful spell. It would really fit the game. The most energy you pump into something the greater the chance of something chaotic happening. I have yet to decide how to do it mechanically though. Maybe something like a Malf-Value. Where if you roll higher than that it triggers a roll. And the more energy you use, the lower the malf. ... usually the spell would still work even if the "malf roll" was triggered, but might have ... other... effects. |
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