Wik
First Post
Hm. I like where this discussion is heading!
First off, of course I don't mind people bringing up my design thoughts. That's why I put 'em there!
My magic system is, as I said, integrated - they use the same basic mechanic, though there are differences. For example, my skill system is fairly open, and skills improve as you use them. With my magic system, you get a random power, and it is keyed off one of four magical "skills". As you improve that skill, you unlock powers based on your psychic power... as opposed to the skill itself.
So yeah, there are differences, but I think the system is overall "integrated".
(What I didn't want was something like 2e D&D, where the magic system was completely different than everything else, or even Shadowrun, where the magic system used the same core mechanic, but had a huge number of "corner cases").
And, for the record, I'd like to say that everything I say in my blog pretty much pertains to me only; if you're breaking one of my "rules", that's totally cool, because the rules only apply to myself. There are plenty of awesome games that break a so-called rule I've put forward.
Can't wait to see what you've got, Ark!
Hm. Why not allow shields to grant you a re-roll? So, if you're carrying a shield and you get hit, you can get a re-roll once per round? Or, if you're using a multi-die mechanic, Shields can simply grant you extra dice.
An easy way to do it would be to have shields simply grant you one extra wound point. If you get hit the first time, your shield breaks.
And another easy one would be to have shields add a flat bonus to your roll to resist wounding.
I hope you don't mind if I drag stuff from your design blog here. I am curious whether other people's magic systems are similar to/integrated into their general mechanics, or if they are separate and different?
My magic system is going to look totally different from the rest of my mechanics, to help it stand apart (and because using the magic mechanics for every action would be too slow); using magic is not like using a sword at all, and I want the player to feel that.
First off, of course I don't mind people bringing up my design thoughts. That's why I put 'em there!
My magic system is, as I said, integrated - they use the same basic mechanic, though there are differences. For example, my skill system is fairly open, and skills improve as you use them. With my magic system, you get a random power, and it is keyed off one of four magical "skills". As you improve that skill, you unlock powers based on your psychic power... as opposed to the skill itself.
So yeah, there are differences, but I think the system is overall "integrated".
(What I didn't want was something like 2e D&D, where the magic system was completely different than everything else, or even Shadowrun, where the magic system used the same core mechanic, but had a huge number of "corner cases").
And, for the record, I'd like to say that everything I say in my blog pretty much pertains to me only; if you're breaking one of my "rules", that's totally cool, because the rules only apply to myself. There are plenty of awesome games that break a so-called rule I've put forward.
Huh. I'm late to the game, but I'm going to ponder this for a few days and see if I can't whip up something suitable within the next month.
Can't wait to see what you've got, Ark!
So right now, my mind is gnawing at a simple problem: shields. I'm thinking that using a shield grants you a roll to avoid the wound when it finally occurs. That's certainly a useful benefit, but I foresee two problems: the more skilled combatant in a melee probably ends up not using their shield at all, and the mechanism extends an already long combat.
Ideas are welcome!
Hm. Why not allow shields to grant you a re-roll? So, if you're carrying a shield and you get hit, you can get a re-roll once per round? Or, if you're using a multi-die mechanic, Shields can simply grant you extra dice.
An easy way to do it would be to have shields simply grant you one extra wound point. If you get hit the first time, your shield breaks.
And another easy one would be to have shields add a flat bonus to your roll to resist wounding.