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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="Kenshiro" data-source="post: 691037" data-attributes="member: 6690"><p>Alright folks, here're my humble opinions for making supernatural powers be a little more distinct and different:</p><p></p><p>Arcane Magic: As my esteemed colleague Voneth mentioned, Exalted provides an interesting venue for Arcane Magic; make it big and powerful. But make it hard to get and somewhat slow. Let players take the time to cast it, but give them pluses for taking the time.</p><p></p><p>Divine Magic: As above, except t's even HARDER. Sacrifices, personal or otherwise. Prayer, but not jus any prayer. We're talking flagellation style here. If God's going to give you some of His/Her power, you better make sure you earn it. Also, the effects: Big and nasty.</p><p></p><p>Nature Magic: Far more subtle, but let's make it longer lasting. Also, shamanistic. Make the caster assume some facet of nature, give up some of their humanity for gaining the ability and power to control nature.</p><p></p><p>Psionics: If magic is slower, than psionics should be the full-auto version of supernatural powers. Make them fast, just like the speed of thought. But don't make psionics powerful (which I always thought was a mistake in a lot of games.) Let them start with a lot of small wimpy powers and build them slowly to Scanners or Akira proportions. (look at Trinity for inspiration)</p></blockquote><p></p>
[QUOTE="Kenshiro, post: 691037, member: 6690"] Alright folks, here're my humble opinions for making supernatural powers be a little more distinct and different: Arcane Magic: As my esteemed colleague Voneth mentioned, Exalted provides an interesting venue for Arcane Magic; make it big and powerful. But make it hard to get and somewhat slow. Let players take the time to cast it, but give them pluses for taking the time. Divine Magic: As above, except t's even HARDER. Sacrifices, personal or otherwise. Prayer, but not jus any prayer. We're talking flagellation style here. If God's going to give you some of His/Her power, you better make sure you earn it. Also, the effects: Big and nasty. Nature Magic: Far more subtle, but let's make it longer lasting. Also, shamanistic. Make the caster assume some facet of nature, give up some of their humanity for gaining the ability and power to control nature. Psionics: If magic is slower, than psionics should be the full-auto version of supernatural powers. Make them fast, just like the speed of thought. But don't make psionics powerful (which I always thought was a mistake in a lot of games.) Let them start with a lot of small wimpy powers and build them slowly to Scanners or Akira proportions. (look at Trinity for inspiration) [/QUOTE]
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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