Spells (was: god legends)
longshot at DARKTECH.ORG
Wed Jan 28 00:47:35 CET 2004
At 08:22 AM 1/27/04 -0500, you wrote:
> I'd have to have some time looking at the existing spells. I think oblivion
> should probably be a bit higher, perhaps 4, simply because it is presently
> such a "Bam! you're gone" spell, and so damn cheap.
> A lot of the spell effects probably need to be gone over and rewritten and
> clairified. BMC should probably be re-figured for all spells based on a
> of "complexity guideline".
> For example, the order of complexity for doing direct damage might be:
> Direct damage to inanimate
> Direct damage to animate
> Direct damage to sapiant
> With the logic being that inanimate has the lowest resistance (usually none)
> to being "harmed", while living things have an active resistance and
> intelligent creatures even more so (or not, depending on how you envision
> the magic works).
> In reality, I have no problem with the existing spells as long as they are
> all cleaned up, editied and perhaps expanded on.
> A possible change to make magic more mysterious might be to have the actual
> mana cost be a bit more uncertain. At present, Joe Wizard with 44 mana
> points knows he can cast a spell that takes 4 mana 11 times. *yawn*
> Imagine a "mana flux table" (yea, another table, but this would be in the
> "advanced rules".
> Take 19 colums (labeled 2 to 20). Each row represents one of the current
> spell BMC (BMC 2 here as example):
> BMC 2 | 1 | 2 | 1 | 2 | 3 | 2 | 1 | 2 | 3 | 2 | 1 | 2 | 3 | 2 | 3 | 2 | 1
> | 3 |
> At the start of a scene (or when ever he flet like it) the GM could roll a
> d10 and not ethe number. Whenever a player casts a spell the GM rolls 1d10
> and adds it to the previously noted "flux". Reading across the tabel to get
> the actial BMC for that spell cast for magic use purposes. Obviously the
> higher BMC lines could have a bit more variance (perhaps by +/- 2 at BMC 5,
> mayby +/- 3 at BMC 10, etc). If the player happens to exceed his mana
> due to flux, for ease of use you simply drain DOUBLE the excess from their
> energy level.
There was a game system that used a similiar system. I can't recall the
pern?..gurps..no..hmm..err..one of those systems I only played a few times
maybe a decade ago. It worked through Fate and flucations of the mystic realm
Fate could work for PL easilly. Or other factors like exhaustion, mental
fatige, restfullness, enviornent (law in a chaos plane), etc.
The only problem is it means more bookkeeping for the GM :)
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