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The Great Conjunction (RPG DESIGN CONTEST)
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<blockquote data-quote="Alex319" data-source="post: 4635788" data-attributes="member: 45678"><p>I came up with an interesting core mechanic that I may be using in my entry.</p><p></p><p>The general idea is that characters have a pool of raw "magical energy" which they use to power their abilities. But in order to use this "energy," they have to convert it into various "refined forms" which represent different types of activity. For example there is "martial energy" to use for fighting, "arcane energy" to use for magical spells, etc. (The concept behind my world is that all spheres of activity, both overtly "magical" like casting fireballs and not overtly "magical" like swinging swords, are really based on the same fundamental "energy" phenomenon.)</p><p></p><p>Characters will be differentiated by how efficiently they can convert their raw energy into the various forms. For example a fighter character might be able to convert raw energy into "martial energy" at 80 percent efficiency but only convert into "arcane energy" at 30 percent efficiency, and for a wizard character that might be reversed. Then there will be skills, powers, items etc. which give you different types of actions you can do, and each type of action has an "energy cost." For example casting a spell would cost arcane energy, attacking with a sword would cost martial energy, etc. Then there will be ways of reclaiming lost energy, storing energy in items, etc.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4635788, member: 45678"] I came up with an interesting core mechanic that I may be using in my entry. The general idea is that characters have a pool of raw "magical energy" which they use to power their abilities. But in order to use this "energy," they have to convert it into various "refined forms" which represent different types of activity. For example there is "martial energy" to use for fighting, "arcane energy" to use for magical spells, etc. (The concept behind my world is that all spheres of activity, both overtly "magical" like casting fireballs and not overtly "magical" like swinging swords, are really based on the same fundamental "energy" phenomenon.) Characters will be differentiated by how efficiently they can convert their raw energy into the various forms. For example a fighter character might be able to convert raw energy into "martial energy" at 80 percent efficiency but only convert into "arcane energy" at 30 percent efficiency, and for a wizard character that might be reversed. Then there will be skills, powers, items etc. which give you different types of actions you can do, and each type of action has an "energy cost." For example casting a spell would cost arcane energy, attacking with a sword would cost martial energy, etc. Then there will be ways of reclaiming lost energy, storing energy in items, etc. [/QUOTE]
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