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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="Achan hiArusa" data-source="post: 5216883" data-attributes="member: 2597"><p>I like the idea of sticking to the amount of damage a mage can do, I used a cross between 1st and 2nd edition damage for Mage (so damage was exponential with successes). If you want to spark the gunpowder, doing one success isn't enough, you have to the same amount of damage as you would do if there wasn't gunpowder (as someone has stated above, the spark is the coincidence). Also this means that the party will have to work together to weave effects and will have to coordinate what spheres they will have to buy, remember creating a car whole cloth requires at least five successes and ships are much bigger.</p><p></p><p>Sorcerer's Crusade magic goes with the idea that magic does not come from within. The character must have a justification for his power and it has to be an external one. If it is done this way, then it is casual. If the character falls to the sin of hubris and believes that he is the source of all his magic then he falls prey to the scourge. It really forces the player to stay in his paradigm all the time if he wants to do magic. Saying "I cast fireball" is welcoming the Scourge. Doing a ritual to summon a fire elemental and then having him produce the fireball isn't, as long as that is your paradigm (ahem Hermetics).</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 5216883, member: 2597"] I like the idea of sticking to the amount of damage a mage can do, I used a cross between 1st and 2nd edition damage for Mage (so damage was exponential with successes). If you want to spark the gunpowder, doing one success isn't enough, you have to the same amount of damage as you would do if there wasn't gunpowder (as someone has stated above, the spark is the coincidence). Also this means that the party will have to work together to weave effects and will have to coordinate what spheres they will have to buy, remember creating a car whole cloth requires at least five successes and ships are much bigger. Sorcerer's Crusade magic goes with the idea that magic does not come from within. The character must have a justification for his power and it has to be an external one. If it is done this way, then it is casual. If the character falls to the sin of hubris and believes that he is the source of all his magic then he falls prey to the scourge. It really forces the player to stay in his paradigm all the time if he wants to do magic. Saying "I cast fireball" is welcoming the Scourge. Doing a ritual to summon a fire elemental and then having him produce the fireball isn't, as long as that is your paradigm (ahem Hermetics). [/QUOTE]
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Fixes for Mage: Sorcerer's Crusade magic?
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