07-05-2024, 07:29 AM | #11 | |
Join Date: Jun 2013
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Re: Fleshing Out the Magic Systems For a Hidden Supernatural Game
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My own inclination would be to use the same magic system for any of those options. So you have whatever the Advantage is that lets you use the magic to start with, either with a Limitation to require a grimoire (or whatever) or with that as a built-in restriction. Then those who don't have that restriction get rid of it in the form of a lesser restriction (needing to memorize the spells), which means buying off the Limitation (or replacing it with a lesser one), tossing on an Enhancement, or just grabbing an additional Advantage (same price change in each case, just how you account for it would vary).
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07-05-2024, 08:25 AM | #12 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Fleshing Out the Magic Systems For a Hidden Supernatural Game
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Just allow some form of Adept to do that. There. Done.
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07-05-2024, 02:19 PM | #13 | |
Join Date: Jul 2013
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Re: Fleshing Out the Magic Systems For a Hidden Supernatural Game
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07-05-2024, 11:39 PM | #14 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Fleshing Out the Magic Systems For a Hidden Supernatural Game
It IS work - but once it's done the overhead of RPM is just gone. And you can add more spells as you go. The point is to control flexible casting by making the RPM system more a spell builder than anything else.
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07-05-2024, 11:46 PM | #15 |
Join Date: Sep 2007
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Re: Fleshing Out the Magic Systems For a Hidden Supernatural Game
Is there a reason not to use Ritual Path Magic from Monster Hunters? It's a nice capsule of the RPG concepts, fits in a few pages, and offers both menu-type "spells" (look what handy thing you found in a book!) and the ability to devise new spells. Adepts can cast on the fly, while normies have to use full rituals. It seems like it's all there.
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