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Elements of Magic & Low Magic Setting?
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<blockquote data-quote="Malachias Invictus" data-source="post: 2484339" data-attributes="member: 17166"><p>I think we first need to define "low magic". For Iron Heroes, I want the following:</p><p></p><p>1) Rare magic item occurrence, with no player-created magic items. I may make an exception for a single signature item such as a staff that aids spellcasting, but for now, nothing.</p><p></p><p>2) Skill-based magic, with a consequences for failure. There need not be significant risk for mid- to high-level casters producing minor effects, but I want there to be a chance of failure for moderate and powerful effects, and I want consequences for failure to scale with the power of the spell. </p><p></p><p>3) Powerful effects, if you are willing to take a risk. If a caster wants to go for a "hail mary," I want that option to be available, and suitably risky.</p><p></p><p>4) No easy healing. Healing Lore should be the benchmark. Healing magic should be risky, and should cost more than it is really worth except in emergencies.</p><p></p><p></p><p></p><p>I am going to likely use mana points and mana reserve points, as well as have a strain cost (which could be non-lethal damage, reserve point damage, and/or lethal damage). Skill rolls will modify this.</p><p></p><p></p><p></p><p>I am working furiously on this in my spare time, and will likely have the rudiments ready to post by next week. Hopefully, it will be sooner.</p></blockquote><p></p>
[QUOTE="Malachias Invictus, post: 2484339, member: 17166"] I think we first need to define "low magic". For Iron Heroes, I want the following: 1) Rare magic item occurrence, with no player-created magic items. I may make an exception for a single signature item such as a staff that aids spellcasting, but for now, nothing. 2) Skill-based magic, with a consequences for failure. There need not be significant risk for mid- to high-level casters producing minor effects, but I want there to be a chance of failure for moderate and powerful effects, and I want consequences for failure to scale with the power of the spell. 3) Powerful effects, if you are willing to take a risk. If a caster wants to go for a "hail mary," I want that option to be available, and suitably risky. 4) No easy healing. Healing Lore should be the benchmark. Healing magic should be risky, and should cost more than it is really worth except in emergencies. I am going to likely use mana points and mana reserve points, as well as have a strain cost (which could be non-lethal damage, reserve point damage, and/or lethal damage). Skill rolls will modify this. I am working furiously on this in my spare time, and will likely have the rudiments ready to post by next week. Hopefully, it will be sooner. [/QUOTE]
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