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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="doctorbadwolf" data-source="post: 9138626" data-attributes="member: 6704184"><p>If only </p><p></p><p>That sounds kinda similar to my system! If you’re doing Animism (Commune) to call out to and treat with a spirit, it’s pretty obvious that you might need a name or an item from thier sacred place or related to thier purpose, while Alchemy (Preparations) will generally require at least one each of: a base, a catalyst, fuel, a container, and an external source of power. If what those should be isn’t obvious from context, you and the GM work them out on the fly based on symbolic sympathy and other magical principles of the setting. </p><p></p><p>This gives you broadly defined framework with easily understood limitations (what skills can do for free or at a cost is explained in how to play alongside explaining the resolution mechanics), allowing for a lot of quick and dirty improvised action and a lot of considered and even “optimized” ritual magic when given the time. Quick and dirty ritual magic is risky, and hard, and can have both short and long term consequences, but since any skill check can be Pushes to a Partial Success if it fails, it is semi-often still worth it to try. </p><p></p><p>Oof yeah. I’d also say, if your idea was how mana generally worked, I would be all for mana as the default. I despise D&D spellpoints. If I’m spending a resource to cast spells, a level 1 spell should cost 1 of the resource. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9138626, member: 6704184"] If only That sounds kinda similar to my system! If you’re doing Animism (Commune) to call out to and treat with a spirit, it’s pretty obvious that you might need a name or an item from thier sacred place or related to thier purpose, while Alchemy (Preparations) will generally require at least one each of: a base, a catalyst, fuel, a container, and an external source of power. If what those should be isn’t obvious from context, you and the GM work them out on the fly based on symbolic sympathy and other magical principles of the setting. This gives you broadly defined framework with easily understood limitations (what skills can do for free or at a cost is explained in how to play alongside explaining the resolution mechanics), allowing for a lot of quick and dirty improvised action and a lot of considered and even “optimized” ritual magic when given the time. Quick and dirty ritual magic is risky, and hard, and can have both short and long term consequences, but since any skill check can be Pushes to a Partial Success if it fails, it is semi-often still worth it to try. Oof yeah. I’d also say, if your idea was how mana generally worked, I would be all for mana as the default. I despise D&D spellpoints. If I’m spending a resource to cast spells, a level 1 spell should cost 1 of the resource. 🤷♂️ [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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