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#81 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#82 |
Join Date: Aug 2004
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Bought, skimming. Thoughts as I go:
Initially, I thought a 15-point Unusual Background was a bit much: while it's not Magery 0, it doesn't appear to be more effective than Magery 0. But then I realized that we're actually dealing with three magic systems rolled into one: Incantation Magic, Infusion Magic, and Script Magic. And I could easily envision a magic user who can do only one or two of these things instead of all three, for 5 or 10 points instead of 15. I haven't yet gotten far enough to see if the magic system would need any hacks to accommodate such narrowly focused magic users. Another thought is that Infusion Magic and/or Script Magic could possibly be ported over to Monster Hunters as a magic system for Sages; by dropping Incantations, you avoid stepping on the toes of MH's RPM practitioners; and both alchemy and magical writing strike me as appropriate flavors of magic for MH's Sages to practice. |
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#83 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#84 | |
Join Date: Sep 2006
Location: Luxembourg
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There is a possibility of a fantasy game starting soon, and I definitively will offer Incantation magic as a possibility, but I will have to watch this closely, knowing the players. For 20 points of powerup (adept and field caster) , you get the ability to throw spells every 5 seconds (every seconds at -6)... With just those 2 powerup added, an otherwise starting Incanter with incantation gift 6 and 5 level of a specific rote invocation can do 6D of direct damage at 50 yards every second at effective skill 16, and do so for hours, baring crit fail. (unless I missed something ?) And he is not a one trick character by any means ! I haven't yet looked at sorcery closely, how does it compare ? That said, I am very impressed at how the dependencies between the various spell casting limitation (incantation gift cap, time spent, skill ...) keep the system flexible and fast playing without crippling or unbalancing the incanter. Last edited by Celjabba; 09-10-2016 at 01:14 PM. |
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#85 |
Join Date: Aug 2004
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On the Sages thing, it's not just MH's Sages. An Artificer/Incanter could be kept thematic by limiting him to Infusions, and an Incanter/Scholar who's limited to Scripts would be a nice way to describe a DF Scribe.
I haven't gotten much further in reading than the last time I posted (darn RL and it's interruptions); but I'll get back to it as soon as I can. |
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#86 |
Join Date: Sep 2004
Location: Canada
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I had a chance to finish reading the final PDF while I was offline being sick last night, and it looks very good :) I have no bias whatsoever about this subject (*cough cough blatant lies*)
Seriously, I've watched this develop from early in the process, and I love me the final product.
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#87 |
Join Date: Aug 2004
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All done! :)
One concern about Infusions and Scripts: because you roll against the higher of Alchemy/Symbol Drawing and the Path skill, doesn't that effectively render Path skills effectively moot for someone who chooses to rely exclusively on Alchemy (Infusions) and/or Symbol Drawing (Scripts)? Put the minimum amount into Ritual Magic (Incantations) to qualify as the Path prerequisite, then operate the Paths off of their default and concentrate everything else into Alchemy (Infusions) if you intend to be an alchemist or Symbol Drawing (Scripts) if you intend to be a Scribe. I'd be much more comfortable if the rules said that you roll against the lower of Alchemy (Infusions) and Path for creating infusions, and the lower of Symbol Drawing (Scripts) and Path for creating scripts. As an aside, it would make adjusting the rules for pure Mixologists or Scribes much easier: just replace Ritual Magic (Incantations) with either Alchemy (Infusions) or Symbol Drawing (Scripts) as the core skill off of which the Paths are based, and keep the Prepared Magic stuff unchanged. |
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#88 | |
Join Date: Nov 2008
Location: Yukon, OK
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I would have to see it in play but that might be more a desirable feature than broken.
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#89 |
Join Date: Aug 2004
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My main problem with it is that it makes the Alchemist or Scribe equally good at everything, as long as he prepares in advance. Since Incantation Magic places so much emphasis on preparing in advance, that's not much of a restriction.
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#90 |
Join Date: Jul 2015
Location: Phoenix, AZ
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I made this comparison of RPM and Incantations today to better highlight the differences and drive home that they are similar but definitely different.
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dungeon fantasy, fantasy |
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