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Skill Based Magic System
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<blockquote data-quote="Centaur" data-source="post: 963404" data-attributes="member: 11822"><p>I'm thinking of designing a purely skill based system of casting spells. The idea is that the character builds up ranks in "Magic Paths" that allow him to achive certain effects based on what is possible with that path.</p><p></p><p>example paths could include: <em>Elemental</em> paths (eg. Fire, Cold, etc.), Positive Energy, Negative Energy, Matter, Life etc...</p><p></p><p>depending on what the charcter wanted to achive, he would add up the DC modifiers from several different catagries to achive a final DC. He then makes a D20 roll + skill and either succedes and achives the desired effect or missed and losses the spell energy. Realy bad misses, more than 10 say, could also create some sort of back lash.</p><p></p><p>Modifers could be for example with the fire path:</p><p>-Desired amount of damage</p><p>-Desired number of targets or area of effect</p><p>-Desired range or distance to target</p><p>-Spending mana points reduces DC</p><p>-Material components reduce DC</p><p>-etc.</p><p></p><p>Any thoughts on how you would do something like this.</p></blockquote><p></p>
[QUOTE="Centaur, post: 963404, member: 11822"] I'm thinking of designing a purely skill based system of casting spells. The idea is that the character builds up ranks in "Magic Paths" that allow him to achive certain effects based on what is possible with that path. example paths could include: [i]Elemental[/i] paths (eg. Fire, Cold, etc.), Positive Energy, Negative Energy, Matter, Life etc... depending on what the charcter wanted to achive, he would add up the DC modifiers from several different catagries to achive a final DC. He then makes a D20 roll + skill and either succedes and achives the desired effect or missed and losses the spell energy. Realy bad misses, more than 10 say, could also create some sort of back lash. Modifers could be for example with the fire path: -Desired amount of damage -Desired number of targets or area of effect -Desired range or distance to target -Spending mana points reduces DC -Material components reduce DC -etc. Any thoughts on how you would do something like this. [/QUOTE]
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