07-22-2013, 11:40 PM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Standard magic - effect on gameworld, playability etc.
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Bill Stoddard |
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07-23-2013, 12:03 AM | #12 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Standard magic - effect on gameworld, playability etc.
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A classic solution is threshold-limited magic: instead of making the caster tired, casting many and powerful spells increases the chance that something will go horribly wrong (old version of the rules, see GURPS Thaumatology for a new one).
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07-23-2013, 02:41 AM | #13 | |
Join Date: Aug 2004
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Re: Standard magic - effect on gameworld, playability etc.
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This tends to open the door to magic being used as a replacement for everyday tasks, in turn leading to large but hard to predict run-on effects on the game world. Threshold magic is a good quick solution for this, since it makes it harder for wizards to use magic casually for mundane things. I also like to put a minimum cost on spells (say, 4-5 points) for the same reason, while also allowing high Thresholds so wizards can generate really impressive once in a while, but maybe that's just me. Last edited by Joe; 07-23-2013 at 02:45 AM. |
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07-23-2013, 10:35 AM | #14 | |
Join Date: Aug 2012
Location: Estonia
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Re: Standard magic - effect on gameworld, playability etc.
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The suggestion to replace standard with threshold seems good also - if you try to do 100+ FP spells then prepare to be sucked into demon filled abyss etc. quickly. |
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07-23-2013, 11:12 AM | #15 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Standard magic - effect on gameworld, playability etc.
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Last edited by Anthony; 07-23-2013 at 11:19 AM. |
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07-23-2013, 11:19 AM | #16 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Standard magic - effect on gameworld, playability etc.
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In an AD&D game, I played a part water elemental whose greatest ambition was to attain enough gold to create a lake home for water breathing outcasts. The Monty Hall GM couldn't understand why my character had to leave after being given an enormous jewel. Even in magic settings, enough money can solve most problems.
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07-23-2013, 11:36 AM | #17 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Standard magic - effect on gameworld, playability etc.
You're looking at this wrong. What you're talking about is a social problem, and the rules won't fix that.
Explain to munchkins that it's just not happening. Don't play with people who aren't into the spirit of the game, or who want to wreck things. No rule set can fix that problem. Second, every player can be sometimes tempted to exploit a loophole. If a simple "no" won't do, a convenient deus ex machine is to have Hermes, god of magicians and messenger of the gods, pull them aside and explain the dire consequences for continuing down this path. Allusions to pillars, eagles and livers may help make the point more clear. If your players lack a classical education, a short telling of the Prometheus myth may be useful.
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07-23-2013, 04:27 PM | #18 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Standard magic - effect on gameworld, playability etc.
Giving players an implied freedom to use their abilities as they see fit only to slam down unexpected arbitrary road blocks is a bit douchey, unless it is obviously counter-genre. And I don't think gainful employment and making money is ever counter genre for any setting with humans.
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07-23-2013, 04:42 PM | #19 | |
Join Date: Mar 2010
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Re: Standard magic - effect on gameworld, playability etc.
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07-23-2013, 04:48 PM | #20 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Standard magic - effect on gameworld, playability etc.
I would have trouble playing an idiot like that. I don't ask for much. Just some outward reason for my character to not do something.
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gm advice, magic |
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