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Simply6: A Fast, Light Universal RPG
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<blockquote data-quote="KaeJae" data-source="post: 8011467" data-attributes="member: 7025058"><p>I love this game, but magic still seems pretty costly, especially if you're playing in a high fantasy setting. As it is currently, a starting character who wants to be vaguely functional as a magic user needs to drop all their skill points (3d6) into Magic. On their first roll, regardless of whether they pass the check or not, they have a 42% chance of losing 1 or more magic dice for the rest of the day. Once you're down to 2 dice, there's only a 1/36 (less than 3%) chance of rolling a 10 without rolling another 6 in the process.</p><p></p><p>I'm trying this rules tweak, and I wonder what you all think:</p><ul> <li data-xf-list-type="ul">Magic is a Specialist skill, so unless you put dice into it, you have a default score of 0</li> <li data-xf-list-type="ul">Putting 1 die into Magic (or any other Specialist skill) gives you a starting score of 3d6, which is basic competency</li> <li data-xf-list-type="ul">Rolling a Magic check:<ul> <li data-xf-list-type="ul">On a failure, there are no consequences unless you roll three 1's (critical failure)</li> <li data-xf-list-type="ul">On a success, if any of your dice come up 6's, lose 1 die (total) from your magic pool (so even if you roll all 6's, you only lose 1 die)</li> </ul></li> <li data-xf-list-type="ul">When making a Magic check, you can choose how many Magic dice to commit to the check</li> <li data-xf-list-type="ul">Multiple Targets or AOE effects: Sacrifice Magic dice to affect additional targets on a 1:1 basis. Targets must be Close to one another</li> <li data-xf-list-type="ul">After each encounter/scene, if the character has a moment to rest in relative safety, they can make a single Resolve check to recover 1 Magic die lost in that encounter. </li> </ul><p>This keeps the basic mechanics the same, doesn't introduce any other systems to keep track of, and seems to make Magic more cost-effective without becoming overpowered. It also introduces a bit of Magic economy in that sometimes it might be wise to roll fewer than your maximum dice to lower your chances of losing one.</p></blockquote><p></p>
[QUOTE="KaeJae, post: 8011467, member: 7025058"] I love this game, but magic still seems pretty costly, especially if you're playing in a high fantasy setting. As it is currently, a starting character who wants to be vaguely functional as a magic user needs to drop all their skill points (3d6) into Magic. On their first roll, regardless of whether they pass the check or not, they have a 42% chance of losing 1 or more magic dice for the rest of the day. Once you're down to 2 dice, there's only a 1/36 (less than 3%) chance of rolling a 10 without rolling another 6 in the process. I'm trying this rules tweak, and I wonder what you all think: [LIST] [*]Magic is a Specialist skill, so unless you put dice into it, you have a default score of 0 [*]Putting 1 die into Magic (or any other Specialist skill) gives you a starting score of 3d6, which is basic competency [*]Rolling a Magic check: [LIST] [*]On a failure, there are no consequences unless you roll three 1's (critical failure) [*]On a success, if any of your dice come up 6's, lose 1 die (total) from your magic pool (so even if you roll all 6's, you only lose 1 die) [/LIST] [*]When making a Magic check, you can choose how many Magic dice to commit to the check [*]Multiple Targets or AOE effects: Sacrifice Magic dice to affect additional targets on a 1:1 basis. Targets must be Close to one another [*]After each encounter/scene, if the character has a moment to rest in relative safety, they can make a single Resolve check to recover 1 Magic die lost in that encounter. [/LIST] This keeps the basic mechanics the same, doesn't introduce any other systems to keep track of, and seems to make Magic more cost-effective without becoming overpowered. It also introduces a bit of Magic economy in that sometimes it might be wise to roll fewer than your maximum dice to lower your chances of losing one. [/QUOTE]
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