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<blockquote data-quote="Conaill" data-source="post: 2313671" data-attributes="member: 1264"><p>Hmm. I love the general approach, but a single feat seems a little too cheap to get full access to any kind of magic.</p><p></p><p>It's fine to say that anyone has the *potential* to develop magical skill. But it should still be relatively rare that someone actually does break through that barrier. I wouldn't want every common Joe on the street to have magical capabilities. Perhaps one feat to unlock the latent "spark", and a second one to be able to use it reliably?</p><p></p><p>Another danger is that people might just cherrypick individual magic skills. So every Commoner craftsman will have some skill points in Create but nothing else. Or every Fighter might have some points in Attack or Defend. Looking at some other skill-based magic systems, GURPS gets around this by having each skill be a separate skill and requiring lower-level related prerequisite spells. So you can't just put all your skill points into one single spell of interest to you, you actually have to build up somewhat of a repertoire of related spells. Ars Magica on the other hand uses broad spell categories like you suggest, but has "verbs" and "nouns", so you need at least one of each to do anything. For example, if you want to be able to charm people, you need skill points in "Charm", *and* in "Person". And once you've gotten good at both of those, it'd be a waste not to put some points in other verbs and nouns as well, so you naturally develop away from being a "one-shot wonder".</p></blockquote><p></p>
[QUOTE="Conaill, post: 2313671, member: 1264"] Hmm. I love the general approach, but a single feat seems a little too cheap to get full access to any kind of magic. It's fine to say that anyone has the *potential* to develop magical skill. But it should still be relatively rare that someone actually does break through that barrier. I wouldn't want every common Joe on the street to have magical capabilities. Perhaps one feat to unlock the latent "spark", and a second one to be able to use it reliably? Another danger is that people might just cherrypick individual magic skills. So every Commoner craftsman will have some skill points in Create but nothing else. Or every Fighter might have some points in Attack or Defend. Looking at some other skill-based magic systems, GURPS gets around this by having each skill be a separate skill and requiring lower-level related prerequisite spells. So you can't just put all your skill points into one single spell of interest to you, you actually have to build up somewhat of a repertoire of related spells. Ars Magica on the other hand uses broad spell categories like you suggest, but has "verbs" and "nouns", so you need at least one of each to do anything. For example, if you want to be able to charm people, you need skill points in "Charm", *and* in "Person". And once you've gotten good at both of those, it'd be a waste not to put some points in other verbs and nouns as well, so you naturally develop away from being a "one-shot wonder". [/QUOTE]
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