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#1 |
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Join Date: Jul 2010
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O' Great and Mysterious GURPS Forum, hear my call!
That aside, hello there. As you might've guessed from the title of this post, I am indeed a newbie - one with several questions. As people sometimes do, I am currently homebrewing a setting of my own; whether it'll ever be used is still uncertain, but I like working on it, so all is well. The problem, however, is that I have certain fondness for variety, which leads to problems, mechanics-wise. Mechanics were never my strong point. I suppose I ought to introduce my setting first. I'm doing the standard earth-ish fantasy world, albeit one where I will try to shape civilization according to the benefits and drawbacks magic brings. I am currently reasonably set on the idea of it being a roughly TL 3 society, at least in most of the campaigns that I may-or-may-not run therein, with the most played-in cultures being a blend of Ancient Greece, the Baghdad Caliphate as well as Tang and Song China. Now, being a fan of magic in its many forms, I do, of course, wish to include several kinds thereof in my setting. In the rough sketch o' the metaphysics that I've cooked up so far, magic is a fundamental part of the world. Picturing an area "without" magic is a bit like picturing an area wherein weak interaction is non-existent. This, of course, means that magic plays a part in just about everything, which conveniently ends up looking nearly the same way as earth; I do reserve the right to a little suspension of disbelief. Roleplaying non-carbon based life forms gets awkward so quickly. Of course, it wouldn't be a fantasy game if everything was the same. There are differences, among which are what we traditionally think of as magic. 'Using' magic is manipulating the way things are, at a very fundamental level, and can be done consciously by certain members of humanoid races - All descended from pre-historic humans - who possess one of a certain group of mutations which first occurred some hundred thousand years ago. This means that all different kinds of magic are ultimately the same - The difference is in the ways they're done. Leading thaumatologists in the 2400s YOL - Roughly six hundred years after the in-game time - place magicians in the following categories and subcategories:
Now, some of these seem rather simple to model, at least to me - Wranglers will use Threshold Magic, Advocates use Ritual Magic, Beacons have magic-only fatigue and can't use their normal fatigue to work magic, and they're very prone to Unnatural Features. I'm not quite sure, however, when it comes to the Scribes... I realize that I do not need to have every little bit of thaumatological theory explained, as the players will operate with a medieval understanding of it - That is to say, severely limited - but I do like things being internally consistent. The problem is that scribes do, in hindsight, not make a whole lot of sense. I can't seem to figure out how they would work, neither with fluff nor mechanics, which Just Bugs Me. I could scrap them, and let Symbolists be a kind of Conduit instead - The reasoning being that they, instead of coaxing or forcing, imprint a concept on the magic with the use of their symbols - but burn me, I actually like the thought of D&D-ish wizards! With their lugging around spell-books and not being all that practical in actual combat, they do have a certain charm, which I'd like to keep. I imagine that it would be possible for the Scribes to be a magical style restricted to Symbolists, but I'm not quite sure whether I should try to rescue the concept as separate kind of Codifier. In-character, the difference might not be noticeable, as there has always been a plethora of wrong pseudo-scientific theories and categories which humankind has attempted to apply to nature, but if I'm ever going to use the setting, I'll have to have the rules clear. As such, I am now turning to this forum. Please help me, O' Most (Un)Holy and Inspired GMs and Players - How can I stop my magical system from unravelling? Which actions should I take? P.S: My dearest apologies for the multiple and inconsistent uses of magic, as well as the adaptation of normal words to cover magical concepts - Describing thaumatological theory using a language which isn't adapted to the existence of magic isn't that easy, and ends up looking a bit clumsy. |
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#2 |
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Join Date: Jul 2008
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Symbolists might resemble syntactic magic users? (That's from Thaumatology, which you desperately need if you don't have it, though it sounds as if you do.)
Scribes sound like Vancian casters with extra-narrow spells. I'm pretty sure there's a build for Vancian effects, but I'm not sure how it worked. Should be Modular Abilities to build the 'spell slots' probably.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#3 | |
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Join Date: Jul 2010
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Quote:
As for the Scribes, what you suggest does sound interesting. I am, however, a bit reluctant to utilize Vancian magic. It has always been one of my main gripes with D&D, my previous system of choice, as it never made sense to me. I'm sure that it fit very well into Vance's books, which I haven't had the chance to read yet, but I doubt that it'd fit into my world - I'm trying to go the full ConWorld route, and additional things to explain is not on the top of my list ^_^ |
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#4 | |
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Join Date: Jul 2008
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Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 | |
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Join Date: Jul 2010
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Other than that, yes, Vancian magic does seem to fit - It was mainly the daily allotment thing I was bothered with. Of course, there has to be some other limiting factor, but I guess that can be worked out. Something has to make more sense. Also, I don't suppose there's any way to change the tags after I've made this thread? I'd like to standardize them, but alas, 'The best way to ensure that nobody reads a topic, is to sticky it.' I really did read it, though, I'd just forgotten about it by the time I signed up and made the post. Then I went back to check stickies, and, well... Woops. Last edited by Idiosyncratic; 07-30-2010 at 03:01 PM. |
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#6 | ||
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Join Date: Jul 2008
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Quote:
EDIT: Apparently there's a sidebar on Thaumatology p56 you might want to look at, if you haven't. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 07-30-2010 at 03:13 PM. |
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#7 |
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Join Date: Dec 2007
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One approach is to have them "store" spells at a rate of one hour per second it takes to cast them normally. When they later cast them, it is at no fatigue cost (because the fatigue was spent originally casting them into storage). There should be a maximum storage capacity.
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#8 | |
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Join Date: Aug 2004
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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