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Interesting suggestions, all of them. Have you tried these yourself and how did that go?
1: I kind of like this one, especially if I would wish to drive home the idea of the Fallen World as a really repressive place where mages are not welcome.
2: These options are pretty close to the idea I started out with, namely to drive home the idea that the Fallen World is limiting and tainted enough to require a cost for even simpler spells. In this way, I still drive that point home but hopefully in a more elegant fashion.
3: I fear...
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Thanks to all of you for your replies! I appreciate hearing different views on this subject. It seems less of a good idea now than when I started out thinking about it. I will not implement this homebrew, at least not in the foreseeable future.
I suppose what I really wanted was a "less is more" and low-fantasy approach to Mages since I sometimes don't like how enormously powerful they can be, but I suppose in that case I should be playing a different game altogether.
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Increasing Mana CostsI read the homebrew document of Pendragon and was very interested in their houserule of having ALL improvised spells and Rotes have a baseline cost of 1 mana. Praxes would not have this cost.
Alternate houserules I have been thinking about is having all non-ritual spells cost mana instead of a Reach, but that might be something for a different discussion.
Has anyone tried any of these or similar rules? How did it change your games?
If I were to try it, what would you think about the potential effects?
I am thinking:
1) It limits the sheer power of...Last edited by Aristarkos; 03-01-2017, 12:11 PM.
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