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General Tabletop Discussion
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Should magic be "mystical," unknowable, etc.? [Pick 2, no takebacks!]
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<blockquote data-quote="Lyxen" data-source="post: 8542570" data-attributes="member: 7032025"><p>Not necessarily. Ars Magica has a great system that combines formulaic magic (very close to D&D, usually more powerful but hard to customise) with spontaneous magic (more subject to interpretation, less powerful but able to do almost anything), with power guidelines.</p><p></p><p>It's also a fairly complex system that works because the magic is set along a number of dimensions, there are four realms, five techniques and 10 forms, and that's for hermetic magic which is at the core of the game for PCs, while there are other systems for non-hermetic magic. It is fairly versatile, but not necessarily covering all the types of magic of D&D, for example.</p><p></p><p>So you can have much softer magic in a TTRPG, but at the price of more complexity if you want to more or less avoid the "may I", and noting at the same time that "may I" is not necessarily a bad thing.</p><p></p><p></p><p></p><p>That, I can certainly agree to, changing magic deeply (no more spells !) was for me one of the major causes of failure for 4e.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8542570, member: 7032025"] Not necessarily. Ars Magica has a great system that combines formulaic magic (very close to D&D, usually more powerful but hard to customise) with spontaneous magic (more subject to interpretation, less powerful but able to do almost anything), with power guidelines. It's also a fairly complex system that works because the magic is set along a number of dimensions, there are four realms, five techniques and 10 forms, and that's for hermetic magic which is at the core of the game for PCs, while there are other systems for non-hermetic magic. It is fairly versatile, but not necessarily covering all the types of magic of D&D, for example. So you can have much softer magic in a TTRPG, but at the price of more complexity if you want to more or less avoid the "may I", and noting at the same time that "may I" is not necessarily a bad thing. That, I can certainly agree to, changing magic deeply (no more spells !) was for me one of the major causes of failure for 4e. [/QUOTE]
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General Tabletop Discussion
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Should magic be "mystical," unknowable, etc.? [Pick 2, no takebacks!]
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