Insight
Adventurer
Yuan-Ti said:Maybe I am being dense, but what do you mean by "skill-based system"? Will this product have a different mechanic than the magic system described in GT?
My guess (and this is only a guess) is that the 'skill-based' spellcasting system is a more freeform system that uses d20 rolls to create and cast spells. I created a similar system where basically you take ranks in each of the schools as skills (so you would have ranks in Abjuration, ranks in Illusion, ranks in Necromancy, etc), and spellcasting would be resolved with a skill check (DC 15 + spell level or something to that effect). When you want to create your own spell on the fly, the GM determines which skill it uses, what level it would be, etc, and off you go!
Just to throw in a request -- it would be nice if GT had a "taint" mechanic of some kind. Casting spells can cause spellcasters to: a) lose their sanity, b) become diseased, c) whisked away to be tortured in Hell, d) whatever devious effect you can dream up. It just occurs to me that in most pulp settings there are reasons why heroes don't cast spells or don't cast certain spells, or don't cast them often.
You need to be careful not to make the spells too dangerous to cast or none of your players will waste time with them. There needs to be a decent risk-reward mechanic in place. So if you're going to make spellcasting more dangerous and not do anything to make it better in some other fashion, your players will just avoid it like the plague.