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  • Eggs Maledict
    replied to Increasing Mana Costs
    I haven't used any of these, they were basically off the top of my head, almost certainly influenced by other people's ideas on these forums and elsewhere.



    I had something like Warhammer's magic system in mind here, where every spell risks horrible brain explosions and so on. One nice thing is that you can tune how sever it is by changing the default starting point (e.g. a chance die vs a normal die, 2 dice etc).



    Maybe another avenue is to require a certain amount (25/50/75/100%) of the XP spent to be Arcane XP. You could also require that...
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  • This seems like a pretty simple solution mechanically. It avoids working out how far they've fallen and how much speed they've generated/multiplied/etc....
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  • Eggs Maledict
    replied to Increasing Mana Costs
    If that's the goal, you could still use Mage with some alternate rules. I've included some suggestions below, mix and match as appropriate.

    1. Make every spell (OR: every Instant Action casting time spell, OR: every non-Ruling spell, etc etc) have a Paradox pool, even if by default it's only a chance die. This will make spell casting much more risky, especially in combat.

    2. Remove the 'regain Mana' option from exceptional successes on spellcasting, or else limit the amount regained to the amount spent on the spell. You can also limit Hallows in various ways to increase...
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  • Well, I mean, this is precisely what's been a matter of contention, since other people think it's what the rules clearly state, so you're re-stating an claim, not pointing something out.



    Absolutely - given that there's such a diverse range of interpretations, a specific clarification with some examples (ideally including the spells that are really bothering people) would be excellent....
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  • Eggs Maledict
    replied to Increasing Mana Costs
    This is also an area in which it really drags down certain character concepts, like the seat-of-their-pants Acanthus.

    It leads to magic being primarily about buffing, which is fine if that's what you want but many people like the idea of using more active magic.



    It doesn't make really characters more diversified; it would make them feel more distinct from each other by making them more specialised. It also makes Paths almost irrelevant. I suppose that could be a positive or negative outcome, depending on what you're looking for, but I don't really like it....
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  • I hadn't even noticed that the spell repeatedly refers to subjects - I guess a Resolve Withstand would make sense. Or alternatively make the Mage the subject of the spell, so it looks at future events from their perspective or something....
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