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Struggling with spell lists!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6411454" data-attributes="member: 20805"><p>Yup, WEG is my favorite space opera system <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What do you mean by 'tightly themed'? </p><p> One interpretation would be to have the Spell Path be the equivalent of a Signature Spell with built in scaling. The Path of the Body is an example of this where the spells are all variants on 'Heal Life X'</p><p></p><p> Another interpretation would be to have the Spell Path revolve around a spell element. The Path of the Sea is an example of this where all the spells are variants on [Action] Water X</p><p></p><p></p><p> My interpretation is that the focus of the spell path is based around a concept. For example the Flame Blade is a melee warrior who uses magic to enhance her offense and defense capabilities through Create, Hex, and a dash of Anti-magic, Charm and Infuse.</p><p> The Path of the Quartermaster is about someone whose job it is to manage the camp and focuses on transporting and repairing.</p><p></p><p> I guess I do tend to create a 'dabbler' kind of list, but like I said earlier the interesting spells usually include 3 to 4 spell lists. I would bet that more than half the fan generated paths will be similar, simply from the viewpoint that a scaling path is less versatile than a dabbler path. </p><p></p><p>If you want to avoid the dabbler approach I think you would have to clearly state in the rules something like "The spell path has to abide by a theme based on either the tight focus of using up to three spell lists, up to three elements, or up to two actions. You can add one more list/element/action for spells over 10MP, and another for spells over 15MP, etc.." That would take the dabbler aspect out and more tightly focus the themes.</p><p></p><p>Given that the characters will usually have upwards of 5 spell paths, I don't see this as a problem, altho I would have to go back and revise pretty much all the ones I have made so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Aside:</p><p>=========================</p><p>Gaining and swapping spell paths. You mention that Spell Paths can be gained as treasure. So when Mage who has a LOG of 5 finds his 6th Spell Path.. how does that work? Can he swap spell paths after a long rest and meditation, picking 5 of the 6 available?</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Typos in the recently posted 'old_rpg_spellpaths.pdf"</p><p> Path of the Tree 4MP spell Obstructions reads "planets cause obstruction..."</p><p> Path of Shadow 9MP spell Shadow Step reads "you sep into..."</p><p> The Deadly Path 6MP spell Infection missing the word 'disease' in the sentence "The proceeds at a normal rate."</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6411454, member: 20805"] Yup, WEG is my favorite space opera system :) What do you mean by 'tightly themed'? One interpretation would be to have the Spell Path be the equivalent of a Signature Spell with built in scaling. The Path of the Body is an example of this where the spells are all variants on 'Heal Life X' Another interpretation would be to have the Spell Path revolve around a spell element. The Path of the Sea is an example of this where all the spells are variants on [Action] Water X My interpretation is that the focus of the spell path is based around a concept. For example the Flame Blade is a melee warrior who uses magic to enhance her offense and defense capabilities through Create, Hex, and a dash of Anti-magic, Charm and Infuse. The Path of the Quartermaster is about someone whose job it is to manage the camp and focuses on transporting and repairing. I guess I do tend to create a 'dabbler' kind of list, but like I said earlier the interesting spells usually include 3 to 4 spell lists. I would bet that more than half the fan generated paths will be similar, simply from the viewpoint that a scaling path is less versatile than a dabbler path. If you want to avoid the dabbler approach I think you would have to clearly state in the rules something like "The spell path has to abide by a theme based on either the tight focus of using up to three spell lists, up to three elements, or up to two actions. You can add one more list/element/action for spells over 10MP, and another for spells over 15MP, etc.." That would take the dabbler aspect out and more tightly focus the themes. Given that the characters will usually have upwards of 5 spell paths, I don't see this as a problem, altho I would have to go back and revise pretty much all the ones I have made so far :( Aside: ========================= Gaining and swapping spell paths. You mention that Spell Paths can be gained as treasure. So when Mage who has a LOG of 5 finds his 6th Spell Path.. how does that work? Can he swap spell paths after a long rest and meditation, picking 5 of the 6 available? Typos in the recently posted 'old_rpg_spellpaths.pdf" Path of the Tree 4MP spell Obstructions reads "planets cause obstruction..." Path of Shadow 9MP spell Shadow Step reads "you sep into..." The Deadly Path 6MP spell Infection missing the word 'disease' in the sentence "The proceeds at a normal rate." [/QUOTE]
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