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Struggling with spell lists!
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<blockquote data-quote="Morrus" data-source="post: 6403195" data-attributes="member: 1"><p>The aspect of O.L.D. I'm struggling most with is the magic system. Right now my issue is assignation of spell lists to caster traditions. What's there right now doesn't quite feel elegant enough, and feels a little arbitrary.</p><p></p><p>Which sucks, because it's the only thing holding back a new playtest release of what I'm currently calling "Book I: Characters".</p><p></p><p>For the moment, I do not plan to add new magical traditions. I want to keep it simple until I'm 100% happy with how magic is working. So we'll be sticking with the mage, cleric, firemage, diabolist, necromancer, druid, and inquisitor.</p><p></p><p>I'm also still torn between the EoM system as the primary system (I know Primitive Screwhead would be very disappointed to see that change) or the simpler spell path system that monsters use. Though it should be noted that spells in that spell path system are all created with the EoM rules. One idea is to make EoM an appendix describing how to design new spell paths. That leaves it there as the primary spell design system, but it does take away the spontaneous design aspect of it - that said, how often do people actually spontaneously design a spell on the fly in the middle of combat? It would be interesting to hear how EoM gets used. Is it too complex? (Again, I know a couple of groups out there don't think so, and love it).</p><p></p><p>So, that aside. The traditions at present offer MAGIC increases, and the number of spell lists you can have is limited by your LOGIC attribute. Technically, anybody can use magic is they have a MAGIC attribute of 1 or more, even mere farmhands. The mage and cleric increase MAGIC by 1 point per grade; the other more focused ones increase it by 2 points per grade. </p><p></p><p>So back to the initial question. How to assign spell lists? How many to give a starting character? And which ones? This I keep going back and forth on and I'm still not settled. That's why I'm sticking with a very small number of caster traditions right now!</p><p></p><p>Should each tradition simply list exactly which spell lists are available to it? Perhaps all actions are available to all traditions, but the elements are limited? Or perhaps all elements are available, but actions are limited? Simply listing specific lists with each tradition is more specific, but it doesn't feel elegant to me.</p><p></p><p>How many traditions should a starting character have? Has anybody any thoughts on that? One per grade? One per tradition? </p><p></p><p>Anyhow. This being something I need to finalize really soon so I can start putting out new O.L.D. playtest material, I'm hoping to get some good feedback on the subject.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6403195, member: 1"] The aspect of O.L.D. I'm struggling most with is the magic system. Right now my issue is assignation of spell lists to caster traditions. What's there right now doesn't quite feel elegant enough, and feels a little arbitrary. Which sucks, because it's the only thing holding back a new playtest release of what I'm currently calling "Book I: Characters". For the moment, I do not plan to add new magical traditions. I want to keep it simple until I'm 100% happy with how magic is working. So we'll be sticking with the mage, cleric, firemage, diabolist, necromancer, druid, and inquisitor. I'm also still torn between the EoM system as the primary system (I know Primitive Screwhead would be very disappointed to see that change) or the simpler spell path system that monsters use. Though it should be noted that spells in that spell path system are all created with the EoM rules. One idea is to make EoM an appendix describing how to design new spell paths. That leaves it there as the primary spell design system, but it does take away the spontaneous design aspect of it - that said, how often do people actually spontaneously design a spell on the fly in the middle of combat? It would be interesting to hear how EoM gets used. Is it too complex? (Again, I know a couple of groups out there don't think so, and love it). So, that aside. The traditions at present offer MAGIC increases, and the number of spell lists you can have is limited by your LOGIC attribute. Technically, anybody can use magic is they have a MAGIC attribute of 1 or more, even mere farmhands. The mage and cleric increase MAGIC by 1 point per grade; the other more focused ones increase it by 2 points per grade. So back to the initial question. How to assign spell lists? How many to give a starting character? And which ones? This I keep going back and forth on and I'm still not settled. That's why I'm sticking with a very small number of caster traditions right now! Should each tradition simply list exactly which spell lists are available to it? Perhaps all actions are available to all traditions, but the elements are limited? Or perhaps all elements are available, but actions are limited? Simply listing specific lists with each tradition is more specific, but it doesn't feel elegant to me. How many traditions should a starting character have? Has anybody any thoughts on that? One per grade? One per tradition? Anyhow. This being something I need to finalize really soon so I can start putting out new O.L.D. playtest material, I'm hoping to get some good feedback on the subject. [/QUOTE]
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