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A magic system I thought of...
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<blockquote data-quote="Tymophil" data-source="post: 6065539" data-attributes="member: 46923"><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Iwant to use in a dimple game, suited for introduction du Roleplay...</span></span></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">There is no debate... But not much magic either in fact...</span></span></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">I think a set of advices and good introduction scenarios could put players and gamemasters on the right tracks...</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">I also plan levels to be few (9 to portray the whole career from lowly adventurer to grandiose legend). So each level gives lot of time to use and abuse the system.</span></span></p><p></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Isee the problem... I think the biggest trap is to give players andgamemasters enough to clearly avoid fun killing discussion, and fewenough to let the imagination of players fill the game with wonders.</span></span></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">I had something different in mind. A few keywords (effects), each of a certain level, and the levels adding up to give the final cost of the spell.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">For example : Cure (level 1), Light wounds (level 1) enables at the cost of 2 to cure one human like “person” to be healed by touch of a few hits.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">If you want to heal from a distance, another effect has to be used “From afar” (level 1), making the spell more costly. If you want to affect more people, you have to add another effect (Level 2 or 3) and so on.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">So my keywords are tied to <strong>effect</strong> sought by the caster, not a rigid set of characteristic of a spell within a magic system (range, duration,etc.).</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">I want the spell system to be suited to quick spells. For longer ones, I will have a D&D4-like system of rituals.</span></span></p><p>Does it make sense ?</p></blockquote><p></p>
[QUOTE="Tymophil, post: 6065539, member: 46923"] [FONT=Verdana][SIZE=2][/SIZE][/FONT] [FONT=Verdana][SIZE=2]Iwant to use in a dimple game, suited for introduction du Roleplay...[/SIZE][/FONT] [FONT=Verdana][SIZE=2][/SIZE][/FONT] [FONT=Verdana][SIZE=2]There is no debate... But not much magic either in fact...[/SIZE][/FONT] [FONT=Verdana][SIZE=2][/SIZE][/FONT] [FONT=Verdana][SIZE=2]I think a set of advices and good introduction scenarios could put players and gamemasters on the right tracks...[/SIZE][/FONT] [FONT=Verdana][SIZE=2]I also plan levels to be few (9 to portray the whole career from lowly adventurer to grandiose legend). So each level gives lot of time to use and abuse the system.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]Isee the problem... I think the biggest trap is to give players andgamemasters enough to clearly avoid fun killing discussion, and fewenough to let the imagination of players fill the game with wonders.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]I had something different in mind. A few keywords (effects), each of a certain level, and the levels adding up to give the final cost of the spell.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]For example : Cure (level 1), Light wounds (level 1) enables at the cost of 2 to cure one human like “person” to be healed by touch of a few hits.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]If you want to heal from a distance, another effect has to be used “From afar” (level 1), making the spell more costly. If you want to affect more people, you have to add another effect (Level 2 or 3) and so on.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]So my keywords are tied to [B]effect[/B] sought by the caster, not a rigid set of characteristic of a spell within a magic system (range, duration,etc.).[/SIZE][/FONT] [FONT=Verdana][SIZE=2]I want the spell system to be suited to quick spells. For longer ones, I will have a D&D4-like system of rituals.[/SIZE][/FONT] Does it make sense ? [/QUOTE]
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