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[Iron Heroes] Magic oddities.
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<blockquote data-quote="JohnSnow" data-source="post: 2476533" data-attributes="member: 32164"><p>Well, I don't know if Mike has, but I, for one, absolutely have.</p><p></p><p>I started tweaking the <em>Midnight</em> magic system to be more "generic" than standard D&D by using ideas pilfered from the <em>Wheel of Time</em> game. The more into it I got, the more I realized that there was a LOT to do. I finally gave up over the work load of it, but the basics of the system worked like this:</p><p></p><p>1. Magic draws from a discrete "menu" of effects. Rather than spells, there are "casting methods." I don't like D&D's "schools of effect" and think a more primitive world should have a more primitive system, pieces of which might resemble the D&D schools. Basically, you create discrete, well-balanced varieties of magic rather than trying to shoehorn balance onto the default D&D list.</p><p>2. Low-level effects are relatively easy, even at low levels. The "magic equal to mundane effects" syndrome. These are the caster's "bread and butter abilities." However, magic's not entirely reliable (and requires a fair amount of effort) so it can't actually "replace" non-magical abilities for society as a whole.</p><p>3. As casters go up in level, they learn to use more "impactful" magic. However, they can only use it so much in a given encounter, being limited by their ability to handle magical energy. The risk of failure still prevents spellcasters from making "routine" use of magic. So while you can "create fire," most spellcasters will still use a flint & steel most of the time.</p><p>4. Casters can exceed their normal casting limits at GREAT risk. This is the "hail mary" idea of magic which allows an untrained novice to throw a mighty spell that annhilates a horde of approaching orcs...but causes said novice to incinerate him/herself in the process.</p><p></p><p>Those are the basics. I started with the <em>Midnight</em> "spell energy" concept, then starting welding on flexible effects from the <em>Wheel of Time</em>. Rewriting the schools is where the whole thing fell apart. I think combining <em>Iron Heroes</em> "mana" rules and magical feat masteries might make the thing work, but ideally, you'd have to rewrite the magical types.</p><p></p><p>Personally, I'd be very curious what Wil Upchurch and Mike Mearls could come up with if they worked together at it. But I'll probably never get to see that since they're both busy guys.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2476533, member: 32164"] Well, I don't know if Mike has, but I, for one, absolutely have. I started tweaking the [i]Midnight[/i] magic system to be more "generic" than standard D&D by using ideas pilfered from the [i]Wheel of Time[/i] game. The more into it I got, the more I realized that there was a LOT to do. I finally gave up over the work load of it, but the basics of the system worked like this: 1. Magic draws from a discrete "menu" of effects. Rather than spells, there are "casting methods." I don't like D&D's "schools of effect" and think a more primitive world should have a more primitive system, pieces of which might resemble the D&D schools. Basically, you create discrete, well-balanced varieties of magic rather than trying to shoehorn balance onto the default D&D list. 2. Low-level effects are relatively easy, even at low levels. The "magic equal to mundane effects" syndrome. These are the caster's "bread and butter abilities." However, magic's not entirely reliable (and requires a fair amount of effort) so it can't actually "replace" non-magical abilities for society as a whole. 3. As casters go up in level, they learn to use more "impactful" magic. However, they can only use it so much in a given encounter, being limited by their ability to handle magical energy. The risk of failure still prevents spellcasters from making "routine" use of magic. So while you can "create fire," most spellcasters will still use a flint & steel most of the time. 4. Casters can exceed their normal casting limits at GREAT risk. This is the "hail mary" idea of magic which allows an untrained novice to throw a mighty spell that annhilates a horde of approaching orcs...but causes said novice to incinerate him/herself in the process. Those are the basics. I started with the [i]Midnight[/i] "spell energy" concept, then starting welding on flexible effects from the [i]Wheel of Time[/i]. Rewriting the schools is where the whole thing fell apart. I think combining [i]Iron Heroes[/i] "mana" rules and magical feat masteries might make the thing work, but ideally, you'd have to rewrite the magical types. Personally, I'd be very curious what Wil Upchurch and Mike Mearls could come up with if they worked together at it. But I'll probably never get to see that since they're both busy guys. [/QUOTE]
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