Hussar
Legend
Takes a while, but, eventually ideas penetrate my skull.Agreed. I can see how his post triggered a "well, actually" the same way we did to yours. I think we're all roughly on the same page now.![]()
Takes a while, but, eventually ideas penetrate my skull.Agreed. I can see how his post triggered a "well, actually" the same way we did to yours. I think we're all roughly on the same page now.![]()
It's a very good "Pathfinder-isation" of the class, complete with archetypes, archetypes for other classes that want to dabble in pactmaking, favoured class bonuses and the like.Radiant House did a Pathfinder conversion. I bought their first release of it (Secrets of Pact Magic) and I found it was good, though didn't grab me quite the same (there's nothing quite like your first, haha).
Was curious to see if I still owned the PDF, and discovered they did another remaster of it called Grimoire of Lost Souls, which I'm really curious about, but not curious enough to spend $50CAD for a PDF for a system I no longer play.
Fascinating idea.There was a recent thread talking about Wild Magic, and it make me really think about how highly "random" abilities work best in a scripted format where there's nothing random about them and it's all decided by the author for maximum narrative impact. Meanwhile having genuinely random features in a game means you're more likely to get a frustrating or anticlimactic result than a narratively satisfying one.
+1 for throwback to Secret Crafts of Glantri!!I liked that concept when I first got exposed to it with Cryptomancy as one of the Seven Secret Crafts of Glantri (BECMI) and it was even more cool as my favourite Prince of the 10 that ruled the nation was also Cryptomancy's 5th Circle Mistress (head of that craft).
In a scripted format, you'd get the silly results when the situation is low stakes, a negative result when failure is recoverable, and a beneficial result when you're in a pinch. No Fireballs out of nowhere when you're showing off in the tavern, very few moment where your magic fails you when you need it most, lots of praying for a lucky result and getting it when you need it most. Because that's the fantasy of wild magic.Fascinating idea.
Have the wild magic user choose from the table to fit the narrative, within some frame work that limits always picking the good ones.
Yeah, I hear yah. Was just brainstorming....no solution...yet.In a scripted format, you'd get the silly results when the situation is low stakes, a negative result when failure is recoverable, and a beneficial result when you're in a pinch. No Fireballs out of nowhere when you're showing off in the tavern, very few moment where your magic fails you when you need it most, lots of praying for a lucky result and getting it when you need it most. Because that's the fantasy of wild magic.
I have absolutely no idea how to translate that into a game format better than the current version. The random result table is blindly random, which doesn't produce narratively appropriate results. But what else can you do? Have the DM hand pick a result? Give that power to the player and trust they won't always just pick the best one? Neither sounds like a great idea.
If you can dream up a better way, I'd love to hear it. Otherwise I'm marking it down as a character archetype that doesn't translate between mediums well. It'll go on the list right next to "Brooding lone wolf who refuses to interact with the party a majority of the time but in a dire situation turns out to have anticipated and prepared for exactly that crisis."
One way is to keep random charts but have something like 5e advantage on the rolls so you are likely to get something applicable to the situation and what you are doing, that will give you more of the good stuff when you need it, but also have some randomness.In a scripted format, you'd get the silly results when the situation is low stakes, a negative result when failure is recoverable, and a beneficial result when you're in a pinch. No Fireballs out of nowhere when you're showing off in the tavern, very few moment where your magic fails you when you need it most, lots of praying for a lucky result and getting it when you need it most. Because that's the fantasy of wild magic.
I have absolutely no idea how to translate that into a game format better than the current version. The random result table is blindly random, which doesn't produce narratively appropriate results. But what else can you do? Have the DM hand pick a result? Give that power to the player and trust they won't always just pick the best one? Neither sounds like a great idea.
If you can dream up a better way, I'd love to hear it. Otherwise I'm marking it down as a character archetype that doesn't translate between mediums well. It'll go on the list right next to "Brooding lone wolf who refuses to interact with the party a majority of the time but in a dire situation turns out to have anticipated and prepared for exactly that crisis."