Reflexive Spells
All spells can be cast reflexively but with restriction that you can only cast one spell per turn.
Want to run and cast behind you? Pay 2 Reach and Mana. Hit someone with lightning-fist? Same. It allows players to act more without disbalancing gameplay. They still can cast only one spell and have to pay for it but its more fun this way.
You can e.g. throw yourself with Forces across the rooftop gap or jump and glide in the same turn.
Q: How does this work with initiative?
It would make a nice CoW, spellslinger style. My players don't abuse it too much since its costly, but if you need some structure make it that you can only do it in your action and make it semi reflexive. I allow for reflexive spell casting and shooting, yes, it's more fun.
And they don't get to employ any Yantra since there is no time. So try to cast Psychic Domination with 7 Reach (3 base from spell to actually kill; 1 instant; 1 sensory; 2 from reflexive) and 1 Mana on top of that which leaves with only 1 more Mana to mitigate paradox, all of that in the first turn of combat. Good luck with that.
Q: But why?
(It's my opinion only) Storytelling System that powers CofD suffers from bad decisions that were made in the development. It was onto something but didn't really know what.
There are two mechanical vectors that can entertain the player in combat
I have some ideas of how to make failures better in terms of storytelling but its a topic for another hack.
All spells can be cast reflexively but with restriction that you can only cast one spell per turn.
Want to run and cast behind you? Pay 2 Reach and Mana. Hit someone with lightning-fist? Same. It allows players to act more without disbalancing gameplay. They still can cast only one spell and have to pay for it but its more fun this way.
You can e.g. throw yourself with Forces across the rooftop gap or jump and glide in the same turn.
Q: How does this work with initiative?
It would make a nice CoW, spellslinger style. My players don't abuse it too much since its costly, but if you need some structure make it that you can only do it in your action and make it semi reflexive. I allow for reflexive spell casting and shooting, yes, it's more fun.
And they don't get to employ any Yantra since there is no time. So try to cast Psychic Domination with 7 Reach (3 base from spell to actually kill; 1 instant; 1 sensory; 2 from reflexive) and 1 Mana on top of that which leaves with only 1 more Mana to mitigate paradox, all of that in the first turn of combat. Good luck with that.
Q: But why?
(It's my opinion only) Storytelling System that powers CofD suffers from bad decisions that were made in the development. It was onto something but didn't really know what.
There are two mechanical vectors that can entertain the player in combat
1) D&D style - roll a lot and manage options that were given to you. On failure nothing happens that would propel the action forward, but you have so much rolling that it rarely happens. Mechanics are also straightforward so the turns are decently fast.So back to the question. You better have some options and multiple actions when it comes to your turn.
2) pbtA style - roll once and only for the action you described. On failure shit hits the fan and the story unveils.
and here is
3) CofD style - roll once. If you failed you do nothing for this turn. No story comes out of it(you can argue but pbta does it 10x better). In Mage especialy, with all its magic systems, it means that you have to wait sometimes even 15-20 minutes for your next turn. When you add up the turn you waited for your time and the turn you have to wait for next one it can be half an hour when you did nothing in the game. Gasp.
I have some ideas of how to make failures better in terms of storytelling but its a topic for another hack.
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