Recombinant Rules & Acquisition Cost

Michael Morris

First Post
I'm going to start this post off with a bit of rambling about something I call recombinant rule sets. A recombinant rule set is a set of rules that can be put together a large or even well nigh infinite ways. They allow a game to have a gradual learning curve since getting the basics down is fairly simple, but more complex concepts possible within the system only become noticable with play.

Chess is a great example of a highly recombinant rule set. You can write the rules of chess on a single piece of paper, but the way those rules combine to form the game has been the subject of whole libraries of books.

Anyway, recombinant rules are good for players because they allow a high amount of flexiabilty. They can play hell with designers though because the interchangable nature of these sets can make it difficult, perhaps impossible in some cases to properly playtest each combination. Also, by their very nature recombinant rule sets tend to have "optimal" configurations, and there are players who derive joy from finding these configurations.

This tactic is often derided in RPG's as munchkinism but I don't think this should necessarily be the case. After all, these systems reward the players who study the game and plumb through it's literature. Along the way to finding their favored combination they often pick up a lot of knowledge to other parts of the setting and to the rules in general.

The trick for the designer or the DM is to insure that this reward isn't so significant that it sways the "balance" of the game into that player's favor. The veteran with a "twinked" character shouldn't have an overwhelming advantage over the new player or else the game loses interest for the new player.

D20's rule set is more "recombinant" than D&D editions past, though it's nowhere near as elegant as chess. Recently though I picked up Unearthed Arcana and as I was pouring through it I found myself wondering what can be done to the game to reduce the up front complexity of the game and of the setting while retaining the richness having a lot of classes offers. Incidently I was also playing Final Fantasy Tactics Advance. Generic classes. A light went on.

Why not limit the players to just three classes and move all the other advanced classes to prestige classes. To compensate, remove all multiclassing penalties - so multiclassing becomes the means of customizing characters - the trick is to make sure none of them are front loaded. Another common problem with prestige classes is that their entry requirements are such that players need to be aware of them from the start to reach them. That can be fixed by loosening their prestigeness up a bit.

Anyway, now I truly am babbling. Over on the sleight of mind preview I let drop an "acquisition cost" - specifically 1UUU. What does that mean. Well, it's a solution I hit upon for a very old D&D problem.

There are 3 major spellcasting groups - druid, cleric, sorcerer/wizard. Many attempts have been made at combining these classes, and a single spellcasting class poses the problem of having indistinct magic users who always take "the best spells." How does one stop this? Quick aside time...

Magic: The Gathering forces its players to make creative choices about the spells they use by using colored mana costs. For those not familiar with this classic CCG each turn you play a land that can produce one of five color of mana. You then tap the land to draw upon the power necessary to play the spells you want. Since you can normally only play 1 land per turn there is a set escaltion of the power of the spells you can use over time. Further, the color costs of each spell demand that you choose spells that your lands can support. You can't throw in "the best spells," you have to choose from among those you can cast.

Back to D&D. D&D has long restricted spell access along class lines. Remove those lines and something must step in to replace it. Meanwhile, Art of Magic already involved a sorting of the spells into the 5 colors in order to stimulate the flavor of MtG in the d20 millenu without actually emulating the card game. To date specialists in each color (magi) had advantages in gaining spells of that color. However, this lacked a certain elegance - you still couldn't form your own spell list like a Magic player could by choosing different lands. Eventually, given time, a Magic player can play out the lands necessary to play any spell in the game - he just might get his clock cleaned while doing it.

Similarly a D&D character in such a world should be able to reach all the spells eventually - it just shouldn't be easy nor should it be something that can be fully accomplished pre-epic levels.

Then, a light went on - acquisition cost. Enough of the history of how I arrived at the rules - here's the tenative version (unplaytested).

[h1]Acquisition Costs[/h1]
beta

[bq]There are five types of magic in Dusk: Blue, Black, Green, Red or White. There are also five spheres of magic of the same colors as the spells. When a player first creates a spellcaster, choose a sphere for the character. Each time the character gains access to a new level of spells she chooses a new sphere or an additional copy of an existing sphere.

Each spell has a aquistion cost equal to it's level. This cost is expressed as a number and a letter as follows: Blue (U), Black (B), Green (G), Red (R) or White (W). Each letter in a spell's cost designates one sphere of that specific color, and a spellcaster may fulfil the numeric cost with any spheres she happens to possess. Learning a spell doesn't expend any spheres - the spheres simply represent the character's area of learning with magic and determine what spells can be learned and in the case of scrolls and wands what items can be used.

Under this system a 4th level spell may have an acquistion cost of 4, 3W, 2WW, 1WWW or WWWW. The W spheres may be any other color. Multicolored spells are possible but not explored in Art of Magic. A 7th level spellcaster with spheres WWUG can learn a 4th level spell with a acquisition cost of 4, 3W, 3U, 3G, or 2WW.

This system presents characters with a stearn choice. They can take the same sphere multiple times to specialize in a type of magic, or they can spread out and learn spells from various areas while being denied access to more exclusive spells.

Designers are also given a useful tool in being able to exclude specialized and possibly troublesome spells from generalist casters. Cure spells could for instance be set up with all white casting costs. While this doesn't preclude a battle mage from learning a simple 1st level cure, raise dead is another matter entirely and in any case the learning of the cure spell will limit him in other areas.[/bq]

Ok, there it is. I hope you guys like it and please, please, give me some feedback on this wild, untested in play idea.
 
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I like this idea. I guess my question is, What range of AqCs were you thinking? Would 9th level spells have AqCs of 9 UUUUUUUUU or would they be more like 5UUUU (you have to have a total of 8 spheres and have to have focused about half of them on blue)?

DC
 

I don't actually know myself, but there are certain spells, like what he was saying about the cures and raising dead...True Ressurrection should be at least 1WWWWWWWW. Anyhow...other than obvious powerful effects for each category, I think for example Wish would be a pure 9.

Calrin Alshaw
 

This is a great idea, but what do the 5 colors correspond to? White seems to be healing, but what about the others?

You could have the colors mean different things in different worlds (although that would require a lot of work on the GM's part color-coding all the spells). It would add a lot of flavor. One game might have four colors representing the medieval four humours or four classical greek elements, while another might have five for the five asian classical elements (wood, metal, earth, water and fire IIRC) and another could have colors representing the D&D magic schools.
 

Michael Morris said:
Chess is a great example of a highly recombinant rule set. You can write the rules of chess on a single piece of paper, but the way those rules combine to form the game has been the subject of whole libraries of books.
Incidentally, this is even more true of Go.
 

Mark Rosewater has written a series of articles about each color, Black, Blue, White, and Green (He hasn't done red yet). In addition to his articles here are the relevant excerpts from Art of Magic. Note that the D20 interpretation of the colors, while similar, is not exactly the same as MtG's.
[h1]Black[/h1]
Black, or more properly “Sodrean” magic, is drawn from the plane of Sodrea. Its image is that of a dark and brooding magic obsessed with power and corruption. While it is true that a great many black spells are evil, it is not the case that black itself is evil. Black magic is simply concerned with selfish interests and self-promotion to its logical fault.

Much of black’s sinister reputation arises out of its powerful dominance of necromantic effects. Black spells are able to create and empower undead creatures with frightening efficiency, and these spells tend to overshadow black’s other abilities. Black also is powerful at breaking up a spellcaster’s mind and rendering him unable to use some or all of his spells effectively even before he casts a single spell. Black is also the master of death magic, a thought ever present in those who have to face it.

Black’s goal is to acquire power and live forever. To accomplish this goal the black wizard will do anything, hurt anyone and stop at nothing to acquire the knowledge and power necessary to accomplish these goals. Black considers red magic an ally because it presents a useful albeit destructive and remorseless tool in destroying enemies. Blue is Black’s other ally because they each share a love of knowledge and a willingness to acquire it. Black views white magic as naïve and self defeating – a magic that burdens the strong with the task of helping the weak, a task black wants no part of. Black views green magic as reactionary at best and dogmatic at worst. The concepts of harmony and balance that are so essential to green’s character are also concepts that are beyond the black wizard to fathom.

By examining the spell selection below you will see that black is a powerful type of magic indeed. Equipped with the undeath creation and death spells that are the hallmark of necromancy, black is an obvious type choice for anyone delving into this classic archetype. Black even supplements this base with mind bending and breaking spells of all types. If black has a weakness though it is a lack of a solid dispel spell – for dispel magic and related spells are white and forever beyond the black wizard. Hence such a wizard must be very careful about what he conjures – though he can bring all manner of foul beasts into the world it will be difficult for him to contain them once they are unleashed.
[h1]Blue[/h1]
Balcridian or “blue” magic doesn’t commonly enter the thoughts of the commonfolk, unlike the nightmares of black magic and the healing spells of white. Indeed, of the types of magic this is the one most commoners never see cast in their lifetimes and if they do witness it they often don’t recognize it for what it is. For blue is the magic of thought and possibility, and with that comes illusions, divinations and other highly subtle spells.

While blue is an excellent illusionist, this is only one of a number of suits worn by this highly flexible type of magic. Blue is a powerful diviner as well as well as a guardian of secrets – for unlike the other types who often lack the ability to deal with their own magic, blue has the capacity to cast the spells necessary to deal with itself. If blue where merely an illusionist and a diviner though it would quickly fall behind the other types in power. But oddly a blue wizard is the one all others are loathe to fight a spell duel with, for blue has the most powerful metamagic spells at its disposal giving it the ability to quickly adapt its already flexible spell selection to the needs at hand. What is worse (from an enemy caster’s view) are the blue counterspells that can break up even the most powerful dweomers in a word or two. If blue has a weakness it’s a lack of spells all its own that directly harm foes, but both of its allies provide spells to work this end and make up for this lack. And in the right circumstances the blue wizard can call up air and water elementals to do their bidding.

Blue’s overriding goal is to know everything that can be known, but blue is selfish enough that it also wants to horde all the knowledge it acquires and keep it for itself. To this end blue employs both its illusions and divinations. The blue wizard is always thinking and plotting to find the best way to apply that which she has learned so that she may learn even more. Blue allies itself with the types who hate each other more than any other two simply because of that shared love of knowledge. Black is a type that isn’t afraid of what the light of knowledge may reveal and blue respects this. White on the other hand shares blue’s belief that knowledge can be used to better society, though white is more selective in the ideas its willing to espouse than blue would prefer. Blue views green as an enemy to the change blue feels is both necessary and vital for the world’s growth. As for red, blue sees nothing but ugliness in red’s thoughtless devotion to its emotions and primal, destructive urges.
[h1]Green[/h1]
Aborean or “green” magic spells are concerned with driving the forces of natural growth. Commoners often beseech druids and other casters of this magic to use their powers to insure a good harvest or to stave off nature’s wrath. However green can also invoke such wrath and will often do so to destroy the forces it views as enemies.

Green is a color of birth, growth, and renewal, and as such most of the spells that enhance living creatures belong to green. Green also has charm effects and growth effects in spades. The type doesn’t have an especially large complement of defense spells, and most of those are aimed towards hampering the undead and death spells. Green has offense in the form of acid and cold spells, not to mention the offensive possibilities inherent in its weather control spells. The green type is perhaps the most balanced of the five but other than its nature focus, but its defense lags behind both blue and white in quality and it’s offense (or any other type’s) lags far behind red and black.

Green’s goal is to insure that natural order remains preeminent. Green doesn’t fear transient change, but it does fear permanent changes – especially destructive ones. The death of a single creature means little to green, but green does fear the death of a species.

Green is the best color because it embraces nature and lives in harmony with it. In red it sees an ally who values emotions that are a natural part of the soul. In white it sees an ally who shares it's value of community - albeit a community of a different form. Green loathes black because black would kill everything until nothing is left. While death is a part of life - black would see the world destroyed to suit it's ends and this green can't abide by. In blue green sees an enemy bent on the destruction of the natural world and intent on replacing it with an artificial one.
[h1]Red[/h1]
The often fiery magics of Shun are known as “red magic.” Among commoners these spells rank right up with black magic as being the most feared of spells, and many societies do not differentiate between red and black magic.

While red is denounced as a magic of destruction, it is reality a magic of unbridled passion. Red is active, energetic, primal and when need be it is furious. While many respect the power of this magic, few understand or comprehend it. Red spells are famous for hurting people. The number of red spells that don’t mention dealing damage to creatures and objects account for less than a fifth of the type’s spells – and even those can usually deal damage indirectly as is the case of magic weapon. Red spells are indiscriminate as well – they hurt anything they come across. Red excels in its control of the elements fire and earth. The type lacks any magical defense beyond a decided vindictive streak when it comes to destroying other people’s magic items. This lack of defense and any good transport spells are key weakness of the type and its supporters and shouldn’t be shored up.

Red’s goal is to be free. Both the magic and its practitioners would rather act than think; rather move than sit. Red is geared towards instant gratification and red wizards are known to be highly impatient. Red is the best color because it embraces emotions both good and ill without prejudice. It knows the value of acting on impulse and doesn't stop to think things over. In Green it sees an ally who appreciates the value of instinct. In Black it sees an ally who shares it's sometimes destructive urges. Red loathes white because white seeks to take red's freedom away. Red loathes blue because it is stupid and plodding, always thinking and never acting.
[h1]White[/h1]
The magic of Valrea, or white magic, is the only type not feared by most of the commonfolk. White spells include all of the cure spells and most of the better defensive spells. White has a few offensive spells as well, but they lag behind the other types in effectiveness and are characteristically only deal damage to a specific type of creature (usually undead) or alignment of creatures. White spells that do damage indiscriminately shouldn’t be created and don’t exist. White doesn’t have many utility spells – and those it does have are concerned with the maintenance of order and law.

White’s goal is to foster and protect order and community. Of the types of magic it is the most strongly aligned with strong lawful tendancies. White is also seen as good, but this isn’t necessarily true. There are evil white spells, for it is community that matters to white and the morals and ethics of that community do not matter.

White is the best color because it loves order and community. It sees in blue an ally that values thought and planning towards higher goals. It sees in green an ally that loves community and growth. It loathes red because its uncontrolled chaos threatens to destroy the order white holds dear. It loathes black because in it white sees unmitigated selfishness and corruption that left unchecked will undermine society.
 

Awesome. I'd play more MtG if I had the money to, but the strategy and depth of the game is something that's always interested me. This looks like some really good stuff... but... wouldn't you need to go through and price all available spells by this system? Sounds like quite a bit of work...
 

Thanks for the info. I've never played M:tG. Quite cool. I do think you could use this same basic mechanism to foster whatever flavor you want (classical elements, schools, colors, etc.). But as Fieari says, it would be a lot of work.
 

Ok, time for some more work on this.

First off, a character can only have 9 spheres. That means a 9th level spell can have up to 9 different costs, to wit: 9, 8U, 7UU, 6UUU, and so on. What about cantrips.

Well, my first inclination is to let cantrips be colorless - so anyone can pick a cantrip. However, that's muddies them, however some cantrips should be colorless: Namely

Detect Magic, Read Magic.

Two others can be conceivably colorless without causing too many problems.

Mage Hand, Prestidigitation.

Other cantrips get to have color like all other spells.

Now, each color represents 1/5th of the total spells in the game. As a rule, each class needs access to 3 colors to reconstruct it's spell list. With a couple of exceptions, clerics deal in predominately white, blue and black spells. Wizards deal in red, black and blue and druids tend towards white, green, red. To have an even spread between three colors requires the 3 spheres of each.

Hence, spells requiring access to 3 specifically colored spheres should be unusual. Note also that any spell requiring access to more than 6 spheres of a color will require the sacrifice of at least one color.

Note this as well, a character in this system is short changed in spell range until 5th level. At that point he can have three colors which is about equivalent to the spread of a typical character. Beyond that though the selection is still touch and go and being pondered on.
 

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