03-05-2016, 05:00 PM | #21 | ||
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Alternate Magic System
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A more difficult solution would be to make all spells H techniques rather than skills. Techniques are skills that use another skill as a base attribute, at a penalty that can be incrementally bought off. This is discussed in the Skills chapter of Characters. Most of the given examples are hyperspecialized uses of a skill. Costs for buying up the technique are much lower than developing a skill. Unfortunately, I think you'd need to rewrite quite a bit of your system in order to make techniques work well. I'll take a stab at it:
For example, Brian the apprentice pyromancer wants to throw a Fireball at his rival. Based on your examples this would be at least a Fire 4 rote spell (requiring Create and Greater Control). Since there are no other Spheres involved, the Fireball rote spell would be a default - 4 technique. Brian has a Thaumatology skill of 15 and a Pyromancy skill of 13. Pyromancy would act as the default skill for Fireball because it is the lower skill. However, he hasn't practiced his Fireball enough to buy off any of the default penalty yet. Therefore, Brian would have to cast his Fireball with a base skill of 13 - 4 = 9 (37.5% success rate). If you want rote spells to be harder or require more training you should double the baseline penalty for each rote spell technique. One interesting thing you can do with this approach would be to have rote spells default to other rote spells. Exploding Fireball may default to the vanilla Fireball spell. This naturally creates a prerequisite tree while preventing the shenanigans where a mage only puts a single point into the prerequisite. |
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03-05-2016, 06:45 PM | #22 | |||
Join Date: Oct 2015
Location: New England
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Re: Alternate Magic System
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03-06-2016, 08:01 PM | #23 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Alternate Magic System
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One thing to consider is how flexible you want mages to be in your setting. With Techniques, trained spell casters would theoretically be able to cast any rote spell. Only true experts in the associated Sphere(s) would be likely to pull this off. But if this would break the setting for you, high default penalties may be required to encourage players to spend points on the rote spells. I think a baseline penalty on the order of -3 x [highest Sphere level required] should suffice. The skill based system is far less flexible, but doesn't run into this problem. I could go either way, myself. |
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10+magery, magic, skill, syntactic magic, thaumatology |
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