|
|
|
#11 | |
|
Join Date: May 2018
|
Quote:
Con: Spell preparation is quite disadvantageous compared with dynamic casting, you have way fewer options when you have to commit ahead of time. |
|
|
|
|
|
|
#12 |
|
President and EIC
Join Date: Jul 2004
|
Vancian magic is fundamentally equivalent to having (say) eight rings on your belt, and every morning you pick one grenade for each ring. When stuff happens, you hope you have a grenade left that has something to do with the problem at hand.
I love it in the stories. I don't care for it as a game system. Yet, beyond a doubt and despite my misgivings, D&D remains somewhat popular :) |
|
|
|
|
|
#13 | |
|
Join Date: Jun 2010
Location: Alsea, OR
|
Quote:
Vance's is all "summon magic entity" - and then have it do its thing. And it takes the same time whether ecompassed (stored for later triggering) or cast from the book, and it's possible to re-encompass without the book. (At least for Cugel. Perhaps that's what makes him "clever" - nothing else he does seems to merit it.) D&D is "Prep the spell and store it" prior to 4E, and generally is not narratively reliant upon outside entities for non-clerics/non-paladins. Even for clerics and paladins, spells of level 1 & 2 are universal - no deity needed. (See Spelljammer and Planescape.) 3E partial exception: Sorcerers. Bill Willingham has a better description for the D&D version than Vance's... albeit in NSFW comics (Ironwood) and the NSFW RPG book based upon it. (Theatrix presents Ironwood.) Modern D&D isn't vancian at all... |
|
|
|
|
|
|
#14 | ||||
|
Join Date: Jan 2018
Location: Sydney, Australia
|
Quote:
The system has to have some rule to say how many spells a magician can memorise. D&D uses a table based on character level, that obviously isn't appropriate to TFT. This system says: take as many as you like, but each costs a point off your adjIQ. There are other rules you could come up with, but I doubt there's anything significantly simpler, and the reduction in IQ is very much in the spirit of TFT's adjDX. So I don't think it's accurate to call it ornamentation. Quote:
Quote:
Quote:
So I think there are some good reasons to use something like this system. But my main intent was to implement a system that did magic in a different way with a different envelope. I think this would be helpful for campaigns that have multiple schools of magic and want them to be different. (*) I wish I could write IMX here. |
||||
|
|
|
|
|
#15 | |
|
Join Date: May 2018
|
Quote:
|
|
|
|
|
|
|
#16 |
|
Join Date: Jan 2018
Location: Cidri (exact location withheld)
|
"Vancean" magic changed quite a lot over the course of the books. In Rhialto the Marvelous, published after D&D was released, magic revolves around summoned entities. I'm sure you could argue that Vance just focused on different aspects, but it seems quite an evolution.
|
|
|
|
|
|
#17 | |
|
Join Date: May 2018
|
Quote:
The con I gave above is significant: spell preparation definitely gives you less options than a TFT wizard. I'd add in some breaks to make up for that disadvantage like having way more spells (maybe double) and/or getting a break on spell costs. The breaks need to be tested for power balance. Maybe a Vancian mage is actually more powerful than a TFT wizard, if they have the right spells available. One thing to watch out for though is how powerful per-day they are. Maybe they're more powerful in the short-term but not over the long-term, if that's possible. |
|
|
|
|
|
|
#18 |
|
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
I'm with Steve on this. I loved the Vance stories but didn't like the D&D Magic system at all. I think Vancian Magic is a poor fit for "power point" systems like TFT.
Oh, and I didn't like the direction Vance took with his later stories where he revealed that magic was provided by magical beings (Sandestins). To me that was kinda like the later Star Wars films where the mysterious "force" turned out to be created by microscopic creatures (midiclorians). Meh |
|
|
|
|
|
#19 | |
|
Join Date: May 2018
|
Quote:
There were players with very strong preferences for each of the three magic flavors and D&D managed to link distinctive flavors to the classes that used the different types, which is a good example of the "system does matter" principal. Just a generic blob of mechanics isn't very compelling but if the mechanics has a good story behind it and the story and the mechanics support each other, you have a winning combination that people will like to play. |
|
|
|
|
|
|
#20 | |
|
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Quote:
|
|
|
|
|
![]() |
|
|