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*TTRPGs General
Low-Magic: spell progression and magic traditions (longish)
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<blockquote data-quote="der_kluge" data-source="post: 1747217" data-attributes="member: 945"><p>Firstly, I agree with BG on the rolling method - bad idea.</p><p></p><p></p><p>Secondly, you could implement a similar system for wis/cha casting as you are for int casting. That is, in order to learn a new spell, they have to find someone who knows it, and that is willing to teach it to them.</p><p></p><p>The process for them just doesn't involve paper.</p><p></p><p>Did you ever play a game called LOOM?</p><p></p><p>It was an old PC game (circa '92/'93). The main character could play notes on some instrument that he had, and each song would produce a magical effect. As the game progressed, he would hear songs in different places, and he would learn them. For example, in one scene he sees this old lady rocking a baby to sleep, and she hums this lullaby to the baby. Your character witnesses this transaction, learns the song, and the song affects targets like a sleep spell. It was a great game.</p><p></p><p>Well, I don't know... it could work. I guess some of those spells are really more internal. </p><p></p><p>You could implement some sort XP point buy system for purchasing new spells if you wanted a mechanic for it. You may also need some sort of mechanic for wizards creating their own spells, too. That will likely come up at some point.</p><p></p><p>I would just encourage you to take steps to ensure that you aren't limiting spellcasters as compared to non-spellcasting classes. Otherwise, people playing casters will feel gipped.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1747217, member: 945"] Firstly, I agree with BG on the rolling method - bad idea. Secondly, you could implement a similar system for wis/cha casting as you are for int casting. That is, in order to learn a new spell, they have to find someone who knows it, and that is willing to teach it to them. The process for them just doesn't involve paper. Did you ever play a game called LOOM? It was an old PC game (circa '92/'93). The main character could play notes on some instrument that he had, and each song would produce a magical effect. As the game progressed, he would hear songs in different places, and he would learn them. For example, in one scene he sees this old lady rocking a baby to sleep, and she hums this lullaby to the baby. Your character witnesses this transaction, learns the song, and the song affects targets like a sleep spell. It was a great game. Well, I don't know... it could work. I guess some of those spells are really more internal. You could implement some sort XP point buy system for purchasing new spells if you wanted a mechanic for it. You may also need some sort of mechanic for wizards creating their own spells, too. That will likely come up at some point. I would just encourage you to take steps to ensure that you aren't limiting spellcasters as compared to non-spellcasting classes. Otherwise, people playing casters will feel gipped. [/QUOTE]
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