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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Jon_Dahl" data-source="post: 5413485" data-attributes="member: 89822"><p>It's hard to argue against you guys - ValhallaGH and Janx - because you do make a lot of sense.</p><p></p><p>It is better to be symmetrical, it's better to have everything running as a part of the same "engine". Maybe I should've redesigned Magic in another way. However, my decision to separate magic came after a long consideration.</p><p></p><p>Other superpowers are highly varied and easy to access, but Magic seems to be the usual a can of worms, ending up in a tiresome of list of subpowers. Almost without any exception, magic in RPG's is heavy. I know players are confused with D&D magic, it takes time to study. Hell, look at Player's Handbook, how much of it spent for spells. Look at any game with Magic.</p><p></p><p>The whole idea (whether good or bad) is to make Magic very simple. Easy to access. It works like this:</p><p>Magic is an ability (ok, you can stop throwing tomatos now!) with subabilities of Spellcasting and Magic Resistance.</p><p>If you have higher Magic rank than 1, you can cast spells. There is a table on how strong your spells are at certain rank. You have to have a theme and a certain weakness in your magic. You can decide both however you want.</p><p>When you cast spells, you can cast unlimited amount spells that are considered lower than your current rank. Casting a spell of your current rank lowers your rank by one. By resting for 8 hours you get your rank(s) back.</p><p></p><p>There is no list of spells. Anything goes within your theme, you just say what kind of spell you want. Since there is no damage dice or anything like that, you can only describe what you want. But if you want, you can decide that your weakness is to have a limited spell list and then create it.</p><p></p><p>Magic Resistance is there simply to make it easier to defend against magic. Instead of inventing your own Shield and Mage Armor spells, you have a subability to simply thwart lesser Magic. With other powers you still use your dodge and mental/physical resistance, but with Magic you can rise above lesser wizards and laugh at them. Otherwise you end up dodging/resisting them with your mind or body.</p><p></p><p>Maybe I should change that, but my players have seemed to accept the system. So I feel I'd be making a huge mistake now by chancing it into something else, no matter how good and logical the reason is. You two have a good point and I feel I can't win an argument against you, but if you'd know the situation you might feel differently about it.</p><p></p><p>I'll try this system, and if it's bad, it easy to change Magic as a superpower (with power trees and all) and then promise to myself and my players that I won't take that road again.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5413485, member: 89822"] It's hard to argue against you guys - ValhallaGH and Janx - because you do make a lot of sense. It is better to be symmetrical, it's better to have everything running as a part of the same "engine". Maybe I should've redesigned Magic in another way. However, my decision to separate magic came after a long consideration. Other superpowers are highly varied and easy to access, but Magic seems to be the usual a can of worms, ending up in a tiresome of list of subpowers. Almost without any exception, magic in RPG's is heavy. I know players are confused with D&D magic, it takes time to study. Hell, look at Player's Handbook, how much of it spent for spells. Look at any game with Magic. The whole idea (whether good or bad) is to make Magic very simple. Easy to access. It works like this: Magic is an ability (ok, you can stop throwing tomatos now!) with subabilities of Spellcasting and Magic Resistance. If you have higher Magic rank than 1, you can cast spells. There is a table on how strong your spells are at certain rank. You have to have a theme and a certain weakness in your magic. You can decide both however you want. When you cast spells, you can cast unlimited amount spells that are considered lower than your current rank. Casting a spell of your current rank lowers your rank by one. By resting for 8 hours you get your rank(s) back. There is no list of spells. Anything goes within your theme, you just say what kind of spell you want. Since there is no damage dice or anything like that, you can only describe what you want. But if you want, you can decide that your weakness is to have a limited spell list and then create it. Magic Resistance is there simply to make it easier to defend against magic. Instead of inventing your own Shield and Mage Armor spells, you have a subability to simply thwart lesser Magic. With other powers you still use your dodge and mental/physical resistance, but with Magic you can rise above lesser wizards and laugh at them. Otherwise you end up dodging/resisting them with your mind or body. Maybe I should change that, but my players have seemed to accept the system. So I feel I'd be making a huge mistake now by chancing it into something else, no matter how good and logical the reason is. You two have a good point and I feel I can't win an argument against you, but if you'd know the situation you might feel differently about it. I'll try this system, and if it's bad, it easy to change Magic as a superpower (with power trees and all) and then promise to myself and my players that I won't take that road again. [/QUOTE]
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