A magic system should include...

A good magic system includes...

  • Previous preperation/memorization of specific spells

    Votes: 17 26.2%
  • Skill/ability checks to cast spells

    Votes: 34 52.3%
  • A limited number of specific effects you can call on

    Votes: 21 32.3%
  • A "language" of magic you can use to weave infinite effects from the base components you know

    Votes: 36 55.4%
  • Exacting ritual and specific components

    Votes: 24 36.9%
  • Instinctive, almost psionic, effects

    Votes: 21 32.3%
  • Special talent only a few are born to

    Votes: 29 44.6%
  • Knowlege anyone can learn

    Votes: 35 53.8%
  • Gifts of the gods

    Votes: 16 24.6%
  • A randomized chance of failure

    Votes: 19 29.2%
  • A physical toll that builds up with too much casting

    Votes: 45 69.2%
  • A set amount of magic which can be expended per day

    Votes: 30 46.2%
  • An infinite amount of magic without penalty

    Votes: 11 16.9%
  • Flashy, earthshaking effects

    Votes: 40 61.5%
  • Subtle influences and abilities

    Votes: 46 70.8%

Kahuna Burger

First Post
This won't be the best poll, cause there are so many options, I know I won't hit them all. Just check off the aspects you think go into a 'good' magic system. If you think lots of magic systems can be good, feel free to check contridicting options. Flame the left out options....

Kahuna Burger
 

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As a bump and a random note, I really wish that the percentages in the multiple answers polls showed the percentage of voters who chose that option, not percentage of total votes it got. So if 10 people voted and 6 chose option C, the percentage listed for option c should be 60%, not "whatever percentage 6 is out of however many total options the 10 people chose".

Kahuna Burger
 

I checked all three origin options and the "language" one. I'm not advocating that there be three different types of spellcasters (sorcerors/wizards/clerics), but that some of the base components - the vast majority of which are learnable by anyone - be limited to being aspects of bloodline/gifts.

Also, one option I think was missed -
A good magic system should have a good, consistent, organized theory of magic to hang all of its spells on.
 


There are only a comple of things a magic system needs to be good, but none of them are in the poll. What you have here is a list of stylistic details. I've seen what I felt were good systems using each of these things.

Ergo, none of them are necessary. What's necessary in a good magic system is a manageable mechanic that yields interesting and effective results. It ought to have a flavor that fits the game world in which it will be used. Restricting yourself to saying that good magic systems have style details X, Y, and Z and no system without them is "good" is to work with blinders on.
 


Huh...I just voted for both flashy and subtle effects...gotta have my fireball type spell alongside my charm person! :)

Really, I just want a magic system to be playable and have some flavor to it...some story behind it that has meaning in the campaign. Whether spellcasters have innate powers or whether it comes from years of study, whether it comes from a mana pool or is a fire and forget system, etc...I leave that up to the game designer.

On the other hand, I do not think a good magic system would contain ALL of the various choices.
 

OK im sorry

Preporation for spells is pontless. it gets rid of the quick thinking for the game. You need to be able to just look at your character sheet and cast "Magic missle"
So your ideas really dont work in my eyes. But thats just my stupid opinion dont listen to me. And just to let you know Sorcy has that so D&D beet you to it buddy ;-)
<Marquee> Not Gunna WorK!!!</Marquee>
 
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Chaos Magic (Mongoose Publishing) really suits my style well. Needs a few more effects, but I really like systems that are flexible, on-the-fly, and take a toll on the spellcaster (rather than using preparation).
 

I chose the option "knowledge anyone can learn" over "special talent only a few are born to" but I think that it works best when it is not quite "anyone can learn." I like to picture years and years of hard work and dedication that lead to learning the rudiments of magic. Many of those who start quit because the path to magic is too grueling, but those who stick with it become wizards/sorcerers/magic-users/whatever. So it is not quite anyone, but rather only those dedicated enough.

Starman
 
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