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Skill based rules for Elements of Magic ?
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<blockquote data-quote="gpetruc" data-source="post: 1357585" data-attributes="member: 2255"><p><strong>First Draft !!</strong></p><p></p><p>I've made the first draft of the rules, and I'm posting it here for comments.</p><p></p><p>I've attached the cleanly formatted RTF file (6.5 Kb, zipped), but I'm writing it here in vB code also (without the table, but with the formula to get the table values)</p><p></p><p>========================================</p><p></p><p><span style="font-size: 18px"><strong>Rules in brief</strong></span></p><p><span style="font-size: 18px"></span> <strong>Spells:</strong> the spells used in these rules are a generalization of EoM spells; the only difference, anyway is that you can use more than one verb in the same spell. All spells can be seen as a combination of more simple spells, that are as the spells in EoM. </p><p><strong>Spell skills:</strong> for each verb and object there is a spell skill; ranks in spell skills are bought using a separate set of skill points. The number of ranks in a skill restrict the maximum MPs you can use in that component.</p><p><strong>Spellcasting: </strong>to cast a spell a character simply needs to have meet the minimum ranks needed for the MPs used, and then roll skill checks; simple spells will require two checks, while very complex ones, using many different verbs and objects could require more (all the skill checks are independent, so they can be rolled all together to save time if you have dices of different colours)</p><p><strong>Weariness:</strong> failure in spellcasting results in acquiring weariness points, that result in penalties to casting checks until they are healed by resting. Much weariness could also make a character fatigued, exhausted or even unconscious.</p><p><span style="font-size: 22px"> <strong>Definitions and concepts</strong></span></p><p><span style="font-size: 22px"></span>Before staring with the hard rules we will introduce the terms that will be used, and provide some general concepts. Note that most of this is really trivial to understand.</p><p><strong>Duality:</strong> objects and verbs are interchangeable in the rules, their role is completely symmetric.</p><p><strong>Simple spells:</strong> a simple spell is either a verb applied to a list of objects, plus optionally a general part, or viceversa (by duality) an object followed by a list of verbs and optionally a general part.</p><p><em>Examples: Evoke Air 4/Void 2/Gen 1; Air Move 2/Transform 4/Gen 3.</em></p><p><strong>Complex spells:</strong> complex spells are a sequence of simple spells; they will be discussed later</p><p><strong>Total power:</strong> the total power of a simple spell is the sum of all MPs. </p><p><em>Example: in Evoke Air 4/Void 2/Gen 1 the total power is 7.</em></p><p><strong>Base of a simple spell:</strong> the base of a simple spell with a single verb is the verb, while the base of a simple spell with a single object is the object. If a spell has a single object and a single verb, the caster chooses which one is the base. The spell is considered to have a power equal to the total power in the base object or verb.</p><p><em>Example 1: in Evoke Air 4/Void 2/Gen 1 the base is Evoke, with power 7.</em></p><p><em>Example 2: in Air Move 2/Transform 4/Gen 3 the base is Air with power 9.</em></p><p><em>Example 3: in Infuse Life 3/Gen 2 the base can either be Infuse or Life, with power 5. </em></p><p><em></em><strong>Components of a simple spell: </strong>the components of a simple spells are other things that are not the base and the Gen part. Their power is equal to the MPs spent for them.</p><p><em>Example 1: in Evoke Air 4/Void 2/Gen 1 the components are Air (power 4) and Void (power 2) </em></p><p><em>Example 2: in Infuse Life 3/Gen 2 if Infuse is chosen as base then Life is the component (with power 3), while if Life is the base Infuse is the component (again with power 3).</em></p><p><em>Note: from example 2 you can understand that choosing the base makes difference, as the DCs are based on the power, and are different between bases and components.</em></p><p><strong>Primary components and flavour:</strong> sort the components of a simple spell and pick the ones with greater power until the sum of the powers of the ones you picked is three times or more the power of each of the remaining components; the components you picked are the primary components, and the rest is flavour. In case of components with equal power the caster chooses between them. A spell never has more than three primary components.</p><p><em>Example 1: in Evoke Air 4/Void 2/Gen :1 both Air and Void are primary components</em></p><p><em>Example 2: in Evoke Air 6/Void 2: only Air is primary (6 >= 3*2)</em></p><p><em>Example 3: in Evoke Air 4/Void 2/Force 1: Air and Void (4+2 >= 3*1)</em></p><p><em>Example 4: in Evoke Air 4/Void 2/Force 2: Air and ether Force or Void (4+2 >= 3*2)</em></p><p><em>Example 5: in Evoke Air 4/Void 4/Force 4/Time 2/Space 1: Air, Force and Void</em></p><p><em>Example 6: in Evoke Air 4/Void 4/Force 4/Time 4/Space 4: any three</em></p><p><em>Note: it might seem complex at first, but is really trivial.</em></p><p><em><span style="font-size: 22px"><strong>The Rules</strong></span></em><strong></strong></p><p><strong><span style="font-size: 18px">Spell Skills</span></strong></p><p><strong><span style="font-size: 18px"></span>Spell skill points: </strong>The number of spell skill points a mage gets every level is equal to <em>10 + Int</em>. modifier; at first level the points are multiplied by four as usual. Humans don’t get bonus spell skill points.</p><p><strong>Spell skills: </strong>there is one spell skill for each verb and object in EoM. All spell skills are <em>class skills</em> for the mages, but there might be specialized classes or prestige classes that have some spell skills as cross class. The maximum ranks in a spell skill is equal to your <em>caster level + 3</em>.</p><p><strong>Minimum ranks:</strong> to cast a spell with a power X in a verb or object you need to have at least X+3 ranks in the corresponding skill; for power 0 spells only two ranks are required.</p><p><em>Note:</em> <em>this is because you don’t make a check for each component, but nevertheless even for flavour components some knowledge must be required, and this seems the simpler way to do that.</em></p><p><span style="font-size: 18px"> <strong>Casting simple spells:</strong></span></p><p><span style="font-size: 18px"></span>Casting a spell requires a check for the base and one for each of the primary components.</p><p><strong>Base check:</strong> the base check DC is taken from <em>Table 1</em>, using the total power of the spell.</p><p><strong>Component check:</strong> the DC is taken from <em>Table 1</em>, using only the power in that component.</p><p><em>Table 1: base DC</em></p><p><em> Values in the table (a first draft) are: base DC = power + 12; component DC = power + 8</em></p><p><span style="font-size: 18px"> <strong>Weariness</strong></span></p><p><span style="font-size: 18px"></span> <strong>Acquiring: </strong>Any failure by 5 or more in casting a spell results in acquiring one point of weariness. </p><p><strong>Effects: </strong>Each point of weariness gives a −2 penalty to all spell skill checks.</p><p><strong>Recovering:</strong> 10 minutes of rest, or one hour of light activity such as walking or eating, allow you to heal a weariness point.</p><p><strong>Catastrophic failure:</strong> if a casting check is failed by more than 10 you automatically gain 5 weariness points.</p><p><strong>Other effects (optional): </strong>3 weariness points make you fatigued, 5 make you exhausted and with 7 or more you fall unconscious.</p></blockquote><p></p>
[QUOTE="gpetruc, post: 1357585, member: 2255"] [b]First Draft !![/b] I've made the first draft of the rules, and I'm posting it here for comments. I've attached the cleanly formatted RTF file (6.5 Kb, zipped), but I'm writing it here in vB code also (without the table, but with the formula to get the table values) ======================================== [SIZE=5][B]Rules in brief[/B] [/SIZE] [B]Spells:[/B] the spells used in these rules are a generalization of EoM spells; the only difference, anyway is that you can use more than one verb in the same spell. All spells can be seen as a combination of more simple spells, that are as the spells in EoM. [B]Spell skills:[/B] for each verb and object there is a spell skill; ranks in spell skills are bought using a separate set of skill points. The number of ranks in a skill restrict the maximum MPs you can use in that component. [B]Spellcasting: [/B]to cast a spell a character simply needs to have meet the minimum ranks needed for the MPs used, and then roll skill checks; simple spells will require two checks, while very complex ones, using many different verbs and objects could require more (all the skill checks are independent, so they can be rolled all together to save time if you have dices of different colours) [B]Weariness:[/B] failure in spellcasting results in acquiring weariness points, that result in penalties to casting checks until they are healed by resting. Much weariness could also make a character fatigued, exhausted or even unconscious. [SIZE=6] [B]Definitions and concepts[/B] [/SIZE]Before staring with the hard rules we will introduce the terms that will be used, and provide some general concepts. Note that most of this is really trivial to understand. [B]Duality:[/B] objects and verbs are interchangeable in the rules, their role is completely symmetric. [B]Simple spells:[/B] a simple spell is either a verb applied to a list of objects, plus optionally a general part, or viceversa (by duality) an object followed by a list of verbs and optionally a general part. [I]Examples: Evoke Air 4/Void 2/Gen 1; Air Move 2/Transform 4/Gen 3.[/I] [B]Complex spells:[/B] complex spells are a sequence of simple spells; they will be discussed later [B]Total power:[/B] the total power of a simple spell is the sum of all MPs. [I]Example: in Evoke Air 4/Void 2/Gen 1 the total power is 7.[/I] [B]Base of a simple spell:[/B] the base of a simple spell with a single verb is the verb, while the base of a simple spell with a single object is the object. If a spell has a single object and a single verb, the caster chooses which one is the base. The spell is considered to have a power equal to the total power in the base object or verb. [I]Example 1: in Evoke Air 4/Void 2/Gen 1 the base is Evoke, with power 7. Example 2: in Air Move 2/Transform 4/Gen 3 the base is Air with power 9. Example 3: in Infuse Life 3/Gen 2 the base can either be Infuse or Life, with power 5. [B][/B][/I][B]Components of a simple spell: [I][/I][/B][I][/I]the components of a simple spells are other things that are not the base and the Gen part. Their power is equal to the MPs spent for them. [I]Example 1: in Evoke Air 4/Void 2/Gen 1 the components are Air (power 4) and Void (power 2) Example 2: in Infuse Life 3/Gen 2 if Infuse is chosen as base then Life is the component (with power 3), while if Life is the base Infuse is the component (again with power 3). Note: from example 2 you can understand that choosing the base makes difference, as the DCs are based on the power, and are different between bases and components.[/I] [B]Primary components and flavour:[/B] sort the components of a simple spell and pick the ones with greater power until the sum of the powers of the ones you picked is three times or more the power of each of the remaining components; the components you picked are the primary components, and the rest is flavour. In case of components with equal power the caster chooses between them. A spell never has more than three primary components. [I]Example 1: in Evoke Air 4/Void 2/Gen :1 both Air and Void are primary components[/I] [I]Example 2: in Evoke Air 6/Void 2: only Air is primary (6 >= 3*2)[/I] [I]Example 3: in Evoke Air 4/Void 2/Force 1: Air and Void (4+2 >= 3*1)[/I] [I]Example 4: in Evoke Air 4/Void 2/Force 2: Air and ether Force or Void (4+2 >= 3*2)[/I] [I]Example 5: in Evoke Air 4/Void 4/Force 4/Time 2/Space 1: Air, Force and Void[/I] [I]Example 6: in Evoke Air 4/Void 4/Force 4/Time 4/Space 4: any three[/I] [I]Note: it might seem complex at first, but is really trivial. [SIZE=6][B]The Rules[/B][/SIZE][/I][SIZE=6][B][/b][/SIZE][B] [SIZE=5]Spell Skills [/SIZE]Spell skill points: [/B]The number of spell skill points a mage gets every level is equal to [I]10 + Int[/I]. modifier; at first level the points are multiplied by four as usual. Humans don’t get bonus spell skill points. [B]Spell skills: [/B]there is one spell skill for each verb and object in EoM. All spell skills are [I]class skills[/I] for the mages, but there might be specialized classes or prestige classes that have some spell skills as cross class. The maximum ranks in a spell skill is equal to your [I]caster level + 3[/I]. [B]Minimum ranks:[/B] to cast a spell with a power X in a verb or object you need to have at least X+3 ranks in the corresponding skill; for power 0 spells only two ranks are required. [I]Note:[/I] [I]this is because you don’t make a check for each component, but nevertheless even for flavour components some knowledge must be required, and this seems the simpler way to do that.[/I] [SIZE=5] [B]Casting simple spells:[/B] [/SIZE]Casting a spell requires a check for the base and one for each of the primary components. [B]Base check:[/B] the base check DC is taken from [I]Table 1[/I], using the total power of the spell. [B]Component check:[/B] the DC is taken from [I]Table 1[/I], using only the power in that component. [I]Table 1: base DC Values in the table (a first draft) are: base DC = power + 12; component DC = power + 8[/I] [SIZE=5] [B]Weariness[/B] [/SIZE] [B]Acquiring: [/B]Any failure by 5 or more in casting a spell results in acquiring one point of weariness. [B]Effects: [/B]Each point of weariness gives a −2 penalty to all spell skill checks. [B]Recovering:[/B] 10 minutes of rest, or one hour of light activity such as walking or eating, allow you to heal a weariness point. [B]Catastrophic failure:[/B] if a casting check is failed by more than 10 you automatically gain 5 weariness points. [B]Other effects (optional): [/B]3 weariness points make you fatigued, 5 make you exhausted and with 7 or more you fall unconscious. [/QUOTE]
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