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Making Magic less potent.
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<blockquote data-quote="RandomUsernamehmimo71" data-source="post: 2088325" data-attributes="member: 9051"><p>Although it is a bit heretical, I'm working to make magic less potent in my game, at least in certain contexts. We deal with a Grim & Gritty system, which means most characters only have about 15 HP.. As a result of that, I'm looking into toning down evoke * a bit, so that we can use it more easily, without it being as unbalanced.</p><p></p><p>While someday, I'd be interested in going through Every spell-list, and tailoring it for my gameworld (IIRC the book is OGL, so I should be able to, even if we won't re-distribute), Evoke seems a decent place to start, and I could use a suggestion..</p><p></p><p>What we're doing right now is converting dice to "Odds are One." What this means is that Damage is rolled as normal, but all Odd numbers count as ones. This is a nice mechanic in that it still allows people a high maximum, and it gives the players a feeling of Lots of Dice, but the average ends up substantially lower.</p><p></p><p>As a secondary effect, I'm increasing the cost of Evoke. {1}. What we're doing right now is saying that each d6 after the first costs an 2 MP. </p><p>It's a simply halving of the cost, and it's been working well in most contexts, but it does have one strange element to it..</p><p></p><p>Because of the way Free Cantrips work, you can cast a Evoke 1 for 1d6, and get a Free cantrip, for another 1d6, then add on a general effect for range.. Under normal EOMr that's reasonable.. It's a 2mp effect + a general effect for free.. But here, the extra MP that's added in as a cantrip actually makes the spell a lot more damaging..</p><p></p><p>I think the way to fix that is to make Every d6, <em>including the first</em> cost 2mp. This fixes the hack above, but introduces two potential problems..</p><p></p><p>The first is that trading in dice becomes more expensive, if the dice cost 2mp. It might make sense for me to mentally replace "trade in dice" with "trade MP". </p><p></p><p>The second is that a 1st level caster is no longer able to Evoke at all. While that's not at all necessarily a bad thing, it's an interesting dynamic. It means that low level casters need to worry mroe about buffs and Create * spells, rather than direct evocation..</p><p></p><p>I'd appreciate any comments on ways other people have tried to scale down damage in EOMr, if they've done so at all, or implications of such things that I'm not thinking about.</p><p></p><p>Perhaps in doing this, we should remove the "Odds are One" rule, or look at other options. We certainly don't want to keep a mage a useless character, but I feel their Great versitility in getting past problems without combat means that they /don't/ need to be as effective in combat as a fighter might, just as they don't need to have as many Skillpoints as as rogue, since they are able to give themselves boosts to skills..</p><p></p><p>Just food for thought.</p><p></p><p>Colin "Ever tweaking" Davis</p><p></p><p></p><p></p><p>{1}- I do feel that Magic has too many ways to defeat it already, when compared to the soldier, and that it's unfair to the mage, when compared to the solider. SR, Saving throws, Anti-Magic, as Well as costing MP.. They're penalized a lot.. But that is for another post! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="RandomUsernamehmimo71, post: 2088325, member: 9051"] Although it is a bit heretical, I'm working to make magic less potent in my game, at least in certain contexts. We deal with a Grim & Gritty system, which means most characters only have about 15 HP.. As a result of that, I'm looking into toning down evoke * a bit, so that we can use it more easily, without it being as unbalanced. While someday, I'd be interested in going through Every spell-list, and tailoring it for my gameworld (IIRC the book is OGL, so I should be able to, even if we won't re-distribute), Evoke seems a decent place to start, and I could use a suggestion.. What we're doing right now is converting dice to "Odds are One." What this means is that Damage is rolled as normal, but all Odd numbers count as ones. This is a nice mechanic in that it still allows people a high maximum, and it gives the players a feeling of Lots of Dice, but the average ends up substantially lower. As a secondary effect, I'm increasing the cost of Evoke. {1}. What we're doing right now is saying that each d6 after the first costs an 2 MP. It's a simply halving of the cost, and it's been working well in most contexts, but it does have one strange element to it.. Because of the way Free Cantrips work, you can cast a Evoke 1 for 1d6, and get a Free cantrip, for another 1d6, then add on a general effect for range.. Under normal EOMr that's reasonable.. It's a 2mp effect + a general effect for free.. But here, the extra MP that's added in as a cantrip actually makes the spell a lot more damaging.. I think the way to fix that is to make Every d6, [i]including the first[/i] cost 2mp. This fixes the hack above, but introduces two potential problems.. The first is that trading in dice becomes more expensive, if the dice cost 2mp. It might make sense for me to mentally replace "trade in dice" with "trade MP". The second is that a 1st level caster is no longer able to Evoke at all. While that's not at all necessarily a bad thing, it's an interesting dynamic. It means that low level casters need to worry mroe about buffs and Create * spells, rather than direct evocation.. I'd appreciate any comments on ways other people have tried to scale down damage in EOMr, if they've done so at all, or implications of such things that I'm not thinking about. Perhaps in doing this, we should remove the "Odds are One" rule, or look at other options. We certainly don't want to keep a mage a useless character, but I feel their Great versitility in getting past problems without combat means that they /don't/ need to be as effective in combat as a fighter might, just as they don't need to have as many Skillpoints as as rogue, since they are able to give themselves boosts to skills.. Just food for thought. Colin "Ever tweaking" Davis {1}- I do feel that Magic has too many ways to defeat it already, when compared to the soldier, and that it's unfair to the mage, when compared to the solider. SR, Saving throws, Anti-Magic, as Well as costing MP.. They're penalized a lot.. But that is for another post! ;) [/QUOTE]
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