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05-11-2022, 07:06 AM | #11 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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Because RPG's have to use rules, there is an additional motive for magic systems to be well defined.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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05-11-2022, 07:11 AM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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Bill Stoddard I don't think we're in Oz any more. |
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05-11-2022, 08:45 AM | #13 |
Join Date: Feb 2007
Location: New York City
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
My answer to the OP is:
Magic: I like the DF does it & if you really need healing in the party you can do two things. 1- Let the wizard have healing spells. 2- Give extra cash or discounts for healing potions & healing gems. Religion: I like that there are real world religions. It makes the world a lot more 'real' to me than the random pantheons in DF & D&D. I'd be ok with made-up monotheistic religions instead. (like the religions from the Videssos Cycle books by Harry Turtledove.) |
05-11-2022, 09:05 AM | #14 | |
Join Date: Jun 2013
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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An alternative solution would be to allow for cheap healing items - potions, wands, etc (optionally with skill being necessary - it's not so difficult to get someone willing to play a combat medic, given that largely just means a bit of investment in First Aid or similar). Or things like letting rest restore a good deal of HP (maybe even allowing healing to full, like in JRPG's), giving everyone (magic items that grant) Regeneration (a lot of First Person Shooters these days have this), having healing NPC's available at each town (and a ready method of traveling back there; the Diablo series does this), etc. As for the topic at hand, for the magic bit, I often favor the "impersonal forces" interpretation of magic, but also dislike the arbitrary nature (which honestly fits better with magic being the purview of spirits and gods) of most magic systems. If having different forms of magic, I prefer for them to be mechanically distinct rather than just fluffed a bit differently, or functioning exactly the same way but with different spells available, or whatever. For the religion bit, I prefer for there to be multiple gods if there are any in a fantasy setting, essentially with gods being people who simply exist at a higher level than most... which pretty much means either using a "dead" religion or just making one up. And I lean toward the latter - I've already created a new world, why import our mythologies when I can just make a new one (although stealing elements from them also works, just as I steal elements from real-world cultures).
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GURPS Overhaul |
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05-11-2022, 10:18 AM | #15 |
Join Date: Oct 2011
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
For my DF-ish game I went with:
1] Magic is the DF way, no changes, and 2] I have a group of Chi-based, nonreligious "healers" who roam the world offering their services to all who pay And it is the Alchemists who are pumping out healing potions/salves in the larger towns. thom |
05-11-2022, 01:29 PM | #16 | ||||||
Join Date: May 2010
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-11-2022, 07:58 PM | #17 |
Join Date: Aug 2007
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
[QUOTE=Michael Thayne;2430049
Thanks for the answers. I'm curious, would you prefer DF to a system where there are many quite distinct sorts of specialist mages, but where their magic is all ultimately one thing. [/QUOTE] Just as brief comment I'm usually annoyed at the commonly seen efforts to push mages into specialties. If i can playa gneralist it means my mage can either follow what interests him at the time or focus on what he needs at the time. I find this much more realistic. Specialists end up with one tool and have to solve all their problems with that tool regardless of its' appropriateness. Very artifical.
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Fred Brackin |
05-11-2022, 09:12 PM | #18 | |
Join Date: May 2010
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-11-2022, 09:25 PM | #19 |
Join Date: Aug 2007
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
I would never take One College Magery unless I was planning an absolute Johnny One Spell.
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Fred Brackin |
05-11-2022, 10:09 PM | #20 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [Fantasy][Magic] Divine spellcasting, real-world religions, and fantasy settings
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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