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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="Umbran" data-source="post: 5216298" data-attributes="member: 177"><p>That's exactly why not. Mishaps were common. Or, more specifically, certain types of mishaps were common. Mishaps with a single cannon that brought down an entire ship were not common - if they were, ship-to-ship combat using cannon would be too risky to undertake except in very important cases.</p><p></p><p>At its root, the game does depend on consensual reality - how hard a magical task is depends in part on what people believe. If people don't believe that ships sink themselves often, then having the ship sink itself is going to be difficult to pull off.</p><p></p><p>So, the better tactic to take would probably be to do magics that make normal attacks much more effective - charm cannon balls to hit masts more frequently, for instance - rather than to try outright direct magical assault on the other ship.</p><p></p><p>The game is made to support big, flashy magic. You can look at the rules, and imagine all sorts of epic mojo that'd make Gandalf quiver under his bushy eyebrows. But just because you can, doesn't mean you should. That is a central question of the game, really: You have the raw ability to do truly cosmic stuff - how do you choose to use that power?</p><p></p><p>The game also supports more subtle workings. In my experience, you pull out the action-movie style stuff when you <em>have</em> to, because the situation is dire and you're in deep kimchi if you don't. Your workaday magic fits more, "Do not meddle in the affairs of wizards, because they are <em>subtle</em> and quick to anger."</p></blockquote><p></p>
[QUOTE="Umbran, post: 5216298, member: 177"] That's exactly why not. Mishaps were common. Or, more specifically, certain types of mishaps were common. Mishaps with a single cannon that brought down an entire ship were not common - if they were, ship-to-ship combat using cannon would be too risky to undertake except in very important cases. At its root, the game does depend on consensual reality - how hard a magical task is depends in part on what people believe. If people don't believe that ships sink themselves often, then having the ship sink itself is going to be difficult to pull off. So, the better tactic to take would probably be to do magics that make normal attacks much more effective - charm cannon balls to hit masts more frequently, for instance - rather than to try outright direct magical assault on the other ship. The game is made to support big, flashy magic. You can look at the rules, and imagine all sorts of epic mojo that'd make Gandalf quiver under his bushy eyebrows. But just because you can, doesn't mean you should. That is a central question of the game, really: You have the raw ability to do truly cosmic stuff - how do you choose to use that power? The game also supports more subtle workings. In my experience, you pull out the action-movie style stuff when you [I]have[/I] to, because the situation is dire and you're in deep kimchi if you don't. Your workaday magic fits more, "Do not meddle in the affairs of wizards, because they are [I]subtle[/I] and quick to anger." [/QUOTE]
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Fixes for Mage: Sorcerer's Crusade magic?
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