Originally posted by Tessie
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Mage 2E System Hacks
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Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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This one isn't a system hack so much as it is running an entirely different game:
Throw out all the Yantras from the book. Instead, pick a Paradigm, Focus and seven Tools from M20. The Tools are your new yantras, the only ones you can use, ranging from +1 to +3 depending on inconvenience of incorporating them into spells. You cannot cast without including at least one yantra.
Instead of Paths, just choose two ruling and one inferior arcana.
Bam, now we're playing Ascension instead of Awakening.(many, many merits will require reworking, but you can do those as the need arises, rather than in a big list)
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(Ok, orders are really bad support group, granted! I'm still going to argue they actively try to keep each other sane just as a function of getting stuff done, and mages without them are at risk.)
Spell momentum:
Each time you roll for paradox in the same scene, it gets hard and harder to resist them. Take that mechanic and flip it. Each time a caster casts a instant spell of the same arcanum as they did the last turn of combat give them cumulative +1 dice to the roll. Edit: Every turn they don't cast a instant spell momentum drops by -1. Every turn they cast a instant spell of a different arcanium momentum drops by -2 until it reaches or falls below zero and a mage may begin rebuilding momentum. Increasing that tally by +1 or -1 per ?two? mana spent toward these goals.
I'm not sure why you would get rid of yantras, but that could be a possible replacement.Last edited by HarbingerLeo; 09-26-2018, 01:18 AM.
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Originally posted by HarbingerLeo View PostSpell momentum:
Each time you roll for paradox in the same scene, it gets hard and harder to resist them. Take that mechanic and flip it. Each time a caster casts a instant spell of the same arcanum as they did the last turn of combat give them cumulative +1 dice to the roll. Edit: Every turn they don't cast a instant spell momentum drops by -1. Every turn they cast a instant spell of a different arcanium momentum drops by -2 until it reaches or falls below zero and a mage may begin rebuilding momentum. Increasing that tally by +1 or -1 per ?two? mana spent toward these goals.
I'm not sure why you would get rid of yantras, but that could be a possible replacement.
It's very... gamey. Bit like refilling mana by spamming praxis; possible but not terribly evocative at the same time.
It could do with some kind of downside I guess.
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It has two subtle downside. The first, I specified 'while in combat' for this reason: If you want to let people keep getting free shots at you while you ramp up to some monster spell, you've already paid your dues. The Second, you have to keep using the same arcanium of spells. If you want to go from healing to teleporting to spirit summoning to hiding your get away car with mind magic your out of luck.
It could be added to the momentum zeroes when no longer in the heat of the moment or combat, or the bonus to one arcanium is a half penalty to the others?Last edited by HarbingerLeo; 09-26-2018, 07:24 PM.
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Another option is you don't track it per character, but for the whole Scene. This means other Mages can exploit the Arcana Momentum you just built up.
Also, doesn't Paradox start to increase after repeated spell use or Paradox risk?Last edited by Vent0; 09-26-2018, 08:31 PM.
Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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Paradox increases after each risk of paradox I believe. That was the seed idea. I may not have been clear.
If you want to make it team based your going to have to find some way to divide the teams, location, themes, path, cabals, or something else without messy book keeping. Otherwise as soon as one mage start's building progress, the next could reset it back down to zero before a round is even over.
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Originally posted by HarbingerLeo View PostThe first, I specified 'while in combat' for this reason:
The Second, you have to keep using the same arcanium of spells. If you want to go from healing to teleporting to spirit summoning to hiding your get away car with mind magic your out of luck.
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Originally posted by Michael View Post
Yeah, but 'combat' is a mechanical feature. We differentiate as players because it's a game, but the characters don't. First thing players are going to ask is 'can I use this outside combat?'
That has it's own loopholes. In general if someone wants to rule lawyer or power game, spitting rules or lore out at them just excites. As a plan B there is: "No, it can't without breaking other things in the game. Work with me on this one. This rule is a homebrew add-on, Abusing it will get it taken away." This does need a bit of actual wisdom from the player.
Maybe this is my interpretation but I'd call both of these limitations rather than downsides. By downsides, I meant negative reasons for why you might not want to use this. Like how Reaching is good, but has negative consequences that need to be addressed.
I actually like the 'blessed with suck' group of tropes. So far the idea doesn't have a instant then done downside. It ... rewards a commitment and a theme roleplay instead of demanding a cost. It's only issues as first written you have to pick a arcana of spells and stick with it. Add in other arcana get harder as the pushed one gets easier. If you need something outside that arcana you have lose momentum (maybe something more then a -2?) or get creative by doing something a alternate way.Last edited by HarbingerLeo; 09-27-2018, 01:21 PM.
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