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What kind of magic do you like?
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<blockquote data-quote="willpax" data-source="post: 183322" data-attributes="member: 1602"><p>Like Arcady, I'm playtesting an alternate magical system. </p><p></p><p>The theme I like to see emphasized in magic is craft; that is, I want magic to take much study (mechanic: skill based) yet be flexible (from one skill you could create a variety of effects). I also want it to be dangerous. It messes with my suspension of disbelief that it is possible for someone to be able to fry a room full of people with fire yet not be able to light a simple torch. </p><p></p><p>Like many others, I like a system in which magic tires the caster. I've been using a VP/WP system and have magic cost vitality points. </p><p></p><p>I like a system in which there is some sense of poetic justice: using magic to deal damage and death should be bad for the soul. Making deals with demons can grant you many powers quickly, but at a high cost over the long run. Most magicians should prefer playing it safe (divination, illusion). </p><p></p><p>Another variant that has been discussed on the boards is the possibility of some kind of magical radar-- when you cast a spell, other casters within some range will become aware of it. </p><p></p><p>As far as game breaking spells: it really depends on the game. I think there are a high number of spells that, if common, would have drastic effects on a given society. If every major town has a dozen people who can cast invisibility, then security measures will be much different from "normal" late medieval practice. Anything that messes with universal concepts (such as resurrection) wold almost certainly need to be rare and come at a high cost. </p><p></p><p>It may be that each person has her or his own sense of proper balance between a mechanic that preserves a sense of wonder and mystery and a mechanic that is workable and reasonably resistant to abuse.</p></blockquote><p></p>
[QUOTE="willpax, post: 183322, member: 1602"] Like Arcady, I'm playtesting an alternate magical system. The theme I like to see emphasized in magic is craft; that is, I want magic to take much study (mechanic: skill based) yet be flexible (from one skill you could create a variety of effects). I also want it to be dangerous. It messes with my suspension of disbelief that it is possible for someone to be able to fry a room full of people with fire yet not be able to light a simple torch. Like many others, I like a system in which magic tires the caster. I've been using a VP/WP system and have magic cost vitality points. I like a system in which there is some sense of poetic justice: using magic to deal damage and death should be bad for the soul. Making deals with demons can grant you many powers quickly, but at a high cost over the long run. Most magicians should prefer playing it safe (divination, illusion). Another variant that has been discussed on the boards is the possibility of some kind of magical radar-- when you cast a spell, other casters within some range will become aware of it. As far as game breaking spells: it really depends on the game. I think there are a high number of spells that, if common, would have drastic effects on a given society. If every major town has a dozen people who can cast invisibility, then security measures will be much different from "normal" late medieval practice. Anything that messes with universal concepts (such as resurrection) wold almost certainly need to be rare and come at a high cost. It may be that each person has her or his own sense of proper balance between a mechanic that preserves a sense of wonder and mystery and a mechanic that is workable and reasonably resistant to abuse. [/QUOTE]
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