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Magic: The Science and Art of Causing Change
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<blockquote data-quote="smokewolf" data-source="post: 2117973" data-attributes="member: 16839"><p>I understand Pbartender and plan to at least come out with a fantasy version. But also with sinmissing, without purchasing all of those books there is no way to write supplements that would work in those settings. However, if I were to want to use these rules in say, Conan, all I would do is raise or lower the DC modifiers to recognize the differences. I might also halve the damage taken from each spell for the caster. Little things should be all that is needed to transform this for any setting.</p><p></p><p>As for the damage each spell causes the caster; HP's are considered not only to be wounds but includes fatigue, stamina and toughness all in one. As spells are described that they drain energy away from a spell caster; and in some settings they speak of spell casting as a tiring activity. To create a fatigue or spell point system seemed redundant. Plus there are examples (more so in novels) of spells being cast so powerful they kill the caster. Both of these activities are modeled with the damage the caster takes. I do realise some people may not like that, but if you want giving the caster a spell point (or mana) pool equal to the current HP (physical damage a caster takes should drain them as well) that they use to cast spells from would work without making them too powerful. Remember in this system a first level guy might be able to cast a 10D6 fireball. They way its setup now, it would must certainly kill him, without limiting factors such as HP damage, this could be abused.</p><p></p><p>But I do encourage peolpe to use this system as they see fit. I have had one guy already make several rules additions for his homebrew setting. I would love to hear how other people are using this system, so drop me line if you are doing something special with it.</p><p></p><p>smokewolf @ 93gamesstudio.com (minus the spaces)</p></blockquote><p></p>
[QUOTE="smokewolf, post: 2117973, member: 16839"] I understand Pbartender and plan to at least come out with a fantasy version. But also with sinmissing, without purchasing all of those books there is no way to write supplements that would work in those settings. However, if I were to want to use these rules in say, Conan, all I would do is raise or lower the DC modifiers to recognize the differences. I might also halve the damage taken from each spell for the caster. Little things should be all that is needed to transform this for any setting. As for the damage each spell causes the caster; HP's are considered not only to be wounds but includes fatigue, stamina and toughness all in one. As spells are described that they drain energy away from a spell caster; and in some settings they speak of spell casting as a tiring activity. To create a fatigue or spell point system seemed redundant. Plus there are examples (more so in novels) of spells being cast so powerful they kill the caster. Both of these activities are modeled with the damage the caster takes. I do realise some people may not like that, but if you want giving the caster a spell point (or mana) pool equal to the current HP (physical damage a caster takes should drain them as well) that they use to cast spells from would work without making them too powerful. Remember in this system a first level guy might be able to cast a 10D6 fireball. They way its setup now, it would must certainly kill him, without limiting factors such as HP damage, this could be abused. But I do encourage peolpe to use this system as they see fit. I have had one guy already make several rules additions for his homebrew setting. I would love to hear how other people are using this system, so drop me line if you are doing something special with it. smokewolf @ 93gamesstudio.com (minus the spaces) [/QUOTE]
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