• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Feats 'n' Skills Magic System

willpax

First Post
Here is the latest incarnation of my feat and skill based magic systen, It has undergone extensive tweaks based on what little playtesting I've managed to give it.

I know it's a long file, but I would appreciate any feedback I could get to try to improve it further; I would be especially thrilled if people wanted to try it out in play.

Basically, I wanted to design a magic system that fit in a "rare magic" style world. Magic can be somewhat powerful, but has some strong limitations as well--corruption and a kind of "magical radar" that can alert others when you use spells.

The system is loosely based on the Star Wars d20 mechanic, using a vitality point/wound point system. It would not be very difficult to adapt it to other systems, however.

I'll try to write out some more design thoughts if anyone is interested.
 

Attachments

  • magic.doc.zip
    79.3 KB · Views: 108

log in or register to remove this ad

Drawmack

First Post
43 pages is a bit much to print and reading that much off the screen will give me a headache. I'll be more then happy to help you out if you can use some formatting tricks to trim the page count down to 25 - 30 pages.
 




willpax

First Post
Some design features (as I see them):

The basic mechanic is very simple: d20 + modifiers vs. spell DC + modifiers.

The modifiers allow a caster more flexibility without needing feats; silent spell and still spell now simply increase the difficulty, and material components are always optional (but a good idea--in playtesting, my caster has been choking on how quickly his vitality goes down).

The feat progression then becomes a choice between power (concentrating on one school and becoming better and better at it) and flexiblity (using feats to gain access to other schools at the expense of power). Once again, nothing too unusual.

The real nuts and bolts, however, come from the design of the skills. After playtesting earlier versions, I realized that I would have to create some weights for the different effects, because all effects would never be equal. I also had problems in earlier versions with some skills being seen as almost useless, while others were almost universally must-have.

First, I expanded or contracted some of the skills. Evocation proved still too powerful, so I broke the feat up into the four basic elements (after experimenting with less elegant solutions such as doubling the skill points per rank needed) and broke up what had been one huge skill per element into three.

All of the effects are now weighted in terms of difficulty and power. I've tried to have similar effects have similar difficulty and power (although I certainly may have slipped up somewhere--typing out chart after chart gets mind numbing after a while). I've taken some magical effects that are staples of normal D&D magic, but tend to run contrary to the desired style of some low-magic DMs (such as fly and teleport) and made them more difficult. If you want a different flavor with the system, it is relatively easy to adjust difficulty and power.

Another way to adjust the power levels is to decide how common magic items and material components will be. These spells suck vitality from low-level casters at a prodigious rate. If you wanted greater power, you could have items that worked like psionic crystals, or wands that stored vitality that only worked for a particular skill, or various focus items that gave a benefit to the spell roll (allowing the caster to more easily modify the spell, especially the saving throws--one trade off I have intended is that, in exchange for forcing a spell roll, it is easier for a caster to increase the save DC against a spell).

I have two futher limiting factors on magic that, as far as the design is concerned, are optional, but do have the effect of making magic rarer. The first is "arcane awareness," which allows magically tuned individuals to possess a kind of magical radar to be aware when spells go off. The caster in our group is very aware of this, and he always seeks non-magical solutions first so that he won't tip off any other casters in the area. It also allows him to be aware of other casters, which gives the caster a usefulness even when not casting spells.

The other limiting factor is corruption, which can come from channeling more vitality per round than a caster can safely handle. This mechanic is intended to lengthen casting times, but offer the temptation for when things need to happen quickly. If you don't like it, you can just make the vitality-per-round a hard limit.

The other use of corruption is more flavor-oriented. In this conception, magic is create by living beings, so turning that power against living beings in a very direct way creates a corrupting effect. I limited this to: taking someone's life or dominating someone's will. I recognize that these are both fuzzy standards; judge for yourself what might corrupt someone, or ditch this altogether. The game effect this mechanic has is discouraging what many consider to be "flashier" magic (the fireballs and mind-control spells) in favor of buffing and reconaissance, without preventing mages from having the ability to destroy things when they have to. And the checks are low enough that, if you work to keep your corruption low, you shouldn't have problems when you really need it. My own player is in a love it-hate it relationship with this rule: he hates the limitation, but loves the role-playing opportunity that this presents.

The system is not finished. Mainly, I got tired of writing up and working through various skills. The most glaring omissions to my mind are a lack of phantasms (spells that combine divination and illusion to create images drawn from the target's own mind, and therefore more effective), animation (transmutation--useful for constructs and golems), and some spell series that creates pocket dimensions (conjuration, for rope trick, magnificent mansion, portable holes, what have you). I'm sure there are others that haven't occurred to me yet.

Anyway, those are some of the thoughts that informed this design. I appreciate any feedback these boards might have, and will be happy to try to answer any questions.
 

AeroDm

First Post
I must admit that I haven't yet read your system so this may be addressed in it. However, I've tried to remake magic many times (often using skills).

The problems I always run into are:
a) As a skill the stat is applied to all of the skills, meaning that a +1 bonus on a stat is like +1 to each skill. This makes the prime casting stat even more important.
b) Skill feats can really break the system. +3 bonus is massive. If you "figure in" these bonuses by assuming people will take them, you run the risk of making people who don't want to fit the design basis character suck. This often frustrates as if they don't fit your image they aren't playable.
c) Magic items. In 3e it was [bonus squared * 20]. Now it is [bonus squared * 100]. Still, for a few k you can gain LEVELS worth of power.
d) Munchability. It sounded like you made each school into a skill (and evocation into several.) I assume then that you gave them more skill points. Thus if someone only wants to take one school of magic, they gain extra skill points to put towards other uses. Under normal rules they would still get only the spells they are now taking, but now they gain a huge bonus pool of skills.

I know there are more I encoutnered and I'd be interested to hear how you handled the ones I already mentioned.
 

willpax

First Post
Thanks for at least looking in on the thread.
a) As a skill the stat is applied to all of the skills, meaning that a +1 bonus on a stat is like +1 to each skill. This makes the prime casting stat even more important.

I've minimized this effect to a slight extent. While most magical skills use int as the prime stat, abjuration and life magic (healing, circles of protection, and other cleric-type magics) use wisdom, and enchantment uses charisma. Also, in this system, having help with your spell roll is nice, but doesn't net you magnitudes more of power, because of the vitality point cost.

b) Skill feats can really break the system. +3 bonus is massive. If you "figure in" these bonuses by assuming people will take them, you run the risk of making people who don't want to fit the design basis character suck. This often frustrates as if they don't fit your image they aren't playable.

A +3 to one magical skill is nice, but it is more limited than you think. (This addresses point d as well). Each school has been broken down into at least three, and usually 4, skills (with the potential to add more). Each evocation element is three skills. While it is true that a specialist will have more skill points to spread around, I think that's a fine trade off. The skills are scaled so that lower-level effects don't require huge skills, so there is a benefit from taking a few ranks in many skills as well as maxing out on a few.

c) Magic items. In 3e it was [bonus squared * 20]. Now it is [bonus squared * 100]. Still, for a few k you can gain LEVELS worth of power.
I don't quite understand where these formulas are coming from, but I'll try to briefly describe magic items in this system. Items are either charged, which require a lot of vitality points (that heal back), or permanent, which require a permanent sacrifice of vitality to the item. This creates a system where it is relatively easy to make potions, scroll, and wands, but you will only want to make more powerful items if you really need them.

I think you may be under the impression that the level progression is linear. Actually, higher levels require much higher spell rolls relative to power.

Thanks for your feedback. I'm taking an overnight trip and will be gone until Wednesday evening, but I'll be happy to try to clarify any further questions when I get back.
 

Xorial

First Post
I've downloaded the file, and have just glanced over it. You may have mentioned it, but is there a class that goes with this? Have you adapted a system to any class?
 

Zerakon

First Post
I've looked over the file, but I'm having a hard time really getting into it. Probably because it is in an unfinished state, I'm having difficulty understanding it. Maybe if it had some examples of casting, I could grok it more... or it could be that I've been so busy with work that my brain is fried.

For what it's worth, this seems like a system where playtesting will be more important than paper analysis. It just seems so different from the core spell system that it's hard to analyze. Again, this could be my fried brain talking.

-- Zerakon the Game Mage
 

Voidrunner's Codex

Remove ads

Top