Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How would you design a magic system for a Harry Potter style of play?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Roudi" data-source="post: 3658438" data-attributes="member: 12423"><p>I'd lean towards a skill-based system. Make every spell a skill. That automatically favours higher-intelligence casters for increasing their repertoires. Allow untrained checks on spells, and I'd definitely include some room for synergy bonuses on untrained spell attempts based on how many other spells you have ranks in.</p><p></p><p>Being a skill-based system, everything is a roll versus a DC, Defense, or opposed roll. Effects can scale based on effectiveness of the casting roll. Failure can range from a mere fizzle to a catastrophic backfire. Tables can be fun here.</p><p></p><p>"Metamagic" such as casting without a wand or without vocalizing the spell would function similar to metamagic: it either makes the casting check harder or puts penalties on the casting check. </p><p></p><p>Potions is more like crafting and therefore governed by that skill. No need to change anything there.</p><p></p><p>Harry Potter is a setting with pockets of high magic and areas where magic is forbidden. In a place like Hogwarts, characters can get away with firing certain spells willy-nilly. In the unpoliced wilds or in magical areas with no enforcement, anything goes. In Muggle territory, casting even a basic charm could bring the Ministry down upon your head. The balance factor for magic, therefore, shouldn't really come from the system itself in an arbitrary fashion (such as restricting use of magic by encounter/day). Rather, it should come from the gamemaster and how they handle the consequences of the characters' use of magic.</p><p></p><p>Say a character decides to bully his fellow Hogwarts students with his spells. He might get away with a few Wingaudium Leviosa's to fling his victims into a tree. But if he were to go further and use a Cruciatus curse, he'd probably find himself on the business end of a wand held by a high-level Hogwarts professor.</p><p></p><p>Also, gamemasters shouldn't rely on magical challenges in such a game. If players think dropping all their ranks into useful spells is the answer, the gamemaster can throw something as simple as a situation where they have to climb, jump, and rely on "muggle" skills to overcome.</p><p></p><p>Personally, I'd see the whole game as a level-less version of d20 where the main rewards are skill ranks and feats.</p></blockquote><p></p>
[QUOTE="Roudi, post: 3658438, member: 12423"] I'd lean towards a skill-based system. Make every spell a skill. That automatically favours higher-intelligence casters for increasing their repertoires. Allow untrained checks on spells, and I'd definitely include some room for synergy bonuses on untrained spell attempts based on how many other spells you have ranks in. Being a skill-based system, everything is a roll versus a DC, Defense, or opposed roll. Effects can scale based on effectiveness of the casting roll. Failure can range from a mere fizzle to a catastrophic backfire. Tables can be fun here. "Metamagic" such as casting without a wand or without vocalizing the spell would function similar to metamagic: it either makes the casting check harder or puts penalties on the casting check. Potions is more like crafting and therefore governed by that skill. No need to change anything there. Harry Potter is a setting with pockets of high magic and areas where magic is forbidden. In a place like Hogwarts, characters can get away with firing certain spells willy-nilly. In the unpoliced wilds or in magical areas with no enforcement, anything goes. In Muggle territory, casting even a basic charm could bring the Ministry down upon your head. The balance factor for magic, therefore, shouldn't really come from the system itself in an arbitrary fashion (such as restricting use of magic by encounter/day). Rather, it should come from the gamemaster and how they handle the consequences of the characters' use of magic. Say a character decides to bully his fellow Hogwarts students with his spells. He might get away with a few Wingaudium Leviosa's to fling his victims into a tree. But if he were to go further and use a Cruciatus curse, he'd probably find himself on the business end of a wand held by a high-level Hogwarts professor. Also, gamemasters shouldn't rely on magical challenges in such a game. If players think dropping all their ranks into useful spells is the answer, the gamemaster can throw something as simple as a situation where they have to climb, jump, and rely on "muggle" skills to overcome. Personally, I'd see the whole game as a level-less version of d20 where the main rewards are skill ranks and feats. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you design a magic system for a Harry Potter style of play?
Top