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Struggling with spell lists!
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<blockquote data-quote="Vlagrate" data-source="post: 6412287" data-attributes="member: 6783272"><p>I've been out of touch with the progress on O.L.D. (read the May document and waiting on the new iteration), so I'm a bit lost with the new magic system.</p><p>Traditions: The magic focused careers that give you access to different Secrets. </p><p>Secrets: The fundamental knowledge that lets you understand and leverage the universe to work magic. Essentially a prerequisite for learning Spell-Paths with the flavor of stance/approach.</p><p>Spell-Paths: A 0 to N list of spells in ascending order, requiring at least N MAG in order to cast. No one can know more Spell-Paths than their LOG.</p><p></p><p>Points of confusion:</p><p>Secrets are knowledge based and can be uncovered through research/treasure, so what stops 2 casters from just pooling knowledge? If Secrets are transmittable, the primary benefit of the casting careers is the free MAG increase (as opposed to the quadratic cost of raising it separately) and whatever career perks they grant.</p><p>Not certain what the skills system is like atm, but would characters train Secrets or individual Spell-Paths?</p><p>Because of the caps, the max number of spells a character has is capped by MAG x LOG, with only one spell/Spell-Path at any given, which gets into the 3.5 problem of tiered spells. Does that preclude spellpaths that take any shape (Junctions aside) other than a straight line from 0 to N? How the blazes does one actually build Spell-Paths?</p></blockquote><p></p>
[QUOTE="Vlagrate, post: 6412287, member: 6783272"] I've been out of touch with the progress on O.L.D. (read the May document and waiting on the new iteration), so I'm a bit lost with the new magic system. Traditions: The magic focused careers that give you access to different Secrets. Secrets: The fundamental knowledge that lets you understand and leverage the universe to work magic. Essentially a prerequisite for learning Spell-Paths with the flavor of stance/approach. Spell-Paths: A 0 to N list of spells in ascending order, requiring at least N MAG in order to cast. No one can know more Spell-Paths than their LOG. Points of confusion: Secrets are knowledge based and can be uncovered through research/treasure, so what stops 2 casters from just pooling knowledge? If Secrets are transmittable, the primary benefit of the casting careers is the free MAG increase (as opposed to the quadratic cost of raising it separately) and whatever career perks they grant. Not certain what the skills system is like atm, but would characters train Secrets or individual Spell-Paths? Because of the caps, the max number of spells a character has is capped by MAG x LOG, with only one spell/Spell-Path at any given, which gets into the 3.5 problem of tiered spells. Does that preclude spellpaths that take any shape (Junctions aside) other than a straight line from 0 to N? How the blazes does one actually build Spell-Paths? [/QUOTE]
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