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  • stanlemon
    replied to Rote Crunch
    I like that idea. I've always been bothered by the disconnect between Sorcerer rules and Mage rules. Especially when for example the fluff of OoH says that they teach their apprentices some Sorcery but it never has an actual effect in the game....
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  • stanlemon
    replied to Rote Crunch
    I feel like earlier editions of Mage definitely had a much more rules effect to their rotes. This in part is why I like the concept of rotes having special aspects to them than what the charts indicate. I feel it makes rotes more important andand it allows more 'refined' magic to have an effect on the game. One example that comes to mind is the rote Ball of Abyssal Flame in the first OoH Trad book that was basically a nuke. It had a Successx5 multiplier and it made the Forces 5 Prime 5 parts of the spell to have greater damage than the standard Successx2. Another one was in the Dreamspeaker Revised...
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  • stanlemon
    replied to Rote Crunch
    Even if that's all it is then it still is something that has a mechanical effect on the game. I agree with the thought that the ability to make magic to suite your mage is what the game is all about. I was just curious as to how people make rotes important in their games. One more reason I like the concept of rotes is that I feel they are good at putting a player in the mind of the mage by making them think about how their mage performs the spell. Though I'm of the mindset that a well refined spell should have some game mechanical effect too.
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stanlemon
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Last Activity: 01-04-2018, 09:04 PM
Joined: 10-28-2014
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