I am considering changing the systems for Wisdom and Acts of Hubris in my game to something inspired by Changeling's Clarity damage. I would like the input of you fine people if there may be mechanical issues I am overlooking or other tips you might have.
In short:
In short:
- Wisdom works like a Health track. Acts of Hubris deal "Wisdom damage" based on an "attack" dice pool determined by the severity of the Act and appropriate modifiers. Some Acts may deal a specified automatic amount of Wisdom damage without a dice roll.
- Damage may be Mild or Severe, determining how easy or hard it is to heal.
- Most Acts of Hubris deal Mild damage (unless the attack scores an Exceptional Success) with the exception of Acts that would be considered Falling level Acts of Hubris in the current system. Damage can "roll over" like regular Health damage, turning Mild into Severe.
- In this system a Mage at the lowest levels of Wisdom could still take Wisdom damage from things like "casual use of magic", but since this would normally only have 1 die for the attack, it takes a couple instances for it to actually deal damage on average.
- A character's effective Wisdom for other game mechanics (Paradox mainly) is equal to the number of undamaged Wisdom boxes they have. This means mechanically the character may have the Paradox effects of a Rapt by having all their Wisdom boxes filled with Mild Wisdom damage. This state is visible with certain Unveiling spells, showing the mage as just about to "crack".
- Though this puts them on the brink as the character will almost always fail to Contain Paradoxes, quickly accumulating a lot of settled Paradox in their Pattern, or release them, which invites further Wisdom damage.
- Hubris Conditions (e. g. Megalomaniacal, Rampant) are only inflicted when the Mage takes Wisdom damage in their last three Wisdom boxes.
- A mage becomes Rapt once all their Wisdom boxes are filled with Severe Wisdom damage.
- Wisdom damage heals slowly over time, if there are no Acts of Hubris committed during that time.
- A character can speed up Wisdom healing by taking "Become Wiser" as an Obsession and performing Acts of Wisdom or learning about the nature of Wisdom (also earning an Arcane Beat and Mana in the process).
- Resolving a Hubris Conditions also heals some Wisdom damage.
- The default maximum Wisdom is 7. 2 Arcane Experiences may be spent to raise it by 1 dot, to a maximum Wisdom of 10. The only way for maximum Wisdom to be lowered is by Exceptional Success on attack rolls for Falling Acts of Hubris.
- Arcane Beats from Acts of Hubris are only earned when Wisdom damage is successfully dealt by the roll.
- Spells can be Inured as before, eliminating sources of Wisdom damage.
- Wisdom is in stronger flux, changing (usually falling) as drama gets more intense and compounding from there. On the other hand, it can be regained without being an XP tax if the character puts their mind to it.
- Wisdom better reflects the mages recent behavior and thus their current ability to control their magic. This better suits dramatic arcs in which the mage loses control over their magic step by step as they get more manic in pursuit of some goal, without hamstringing them for the rest of the chronicle for their lapse of judgement in this instance.
- Mages no longer turn Megalomaniacal from brewing their tea with Forces, unless they have done lots of other shit before, in which case this is the straw that broke the camel's back.
- One unintended side effect is that raising maximum Wisdom paradoxically (heh!) gives such mages mechanically more room to Hubris around. Not sure how it would actually work out in play.
- Max damage per attack may need to be introduced in order to rein in statistical outliers from bringing a mage to the brink for relatively minor Acts of Hubris or even turning them Rapt for a single Falling Act of Hubris. If yes, this should probably be based on the level of the Act of Hubris. I am thinking 1 for Enlightened, 3 for Understanding and 5 for Falling.
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