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What Would You Base A non-OGL 5e-alike Game On? (+)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8887271" data-attributes="member: 6704184"><p>So, I’ve started breaking magical and nonmagical skills into 12 houses, within 4 courts, although I might change that around as it develops. Each house is named for a type of magic, but also has non-magical skills associated with it. </p><p></p><p>The Courts are compass points (and each house will probably have ordinal directions associated with them), with themes corresponding to the general concepts associated with the 4 suits of the minor arcana. </p><p></p><p>So each Court has:</p><ul> <li data-xf-list-type="ul">a name, such as The Court of The Dawn</li> <li data-xf-list-type="ul">a Wind (the East Wind, etc)</li> <li data-xf-list-type="ul">a guiding “star” (East is Lucifer or Venus, the Morning Star)</li> <li data-xf-list-type="ul">An element and it’s associated magic skill, Dawn being Wind and Aeromancy</li> <li data-xf-list-type="ul">2 other magic skills, eg. Dawn also has Mind Magic and Alchemy</li> <li data-xf-list-type="ul">3 Physical skills and 3 Interaction skills</li> <li data-xf-list-type="ul">A type of Ritual Tool chosen by looking at the tools commonly used as the four suits of the minor arcana in a tarot deck, so Dawn (East, Wind) has the Blade</li> </ul><p>Meanwhile, each House will have one skill of each of the three categories, a constellation, and a mythic being associated with it. </p><p></p><p>What this allows for is a solved game of combining and using different types of magic, what skills share metaphysical space between categories, and thus lend themselves to combination, like Aeromancy, Acrobatics, and Linguistics, or Shadow, Stealth, and Deception, and which magic skills combine well and what general philosophy governs adjudication of those types of magic. It gives a logic that you can put on a chart, making it easier to have a magic system that works via magic skills with somewhat loosely defined parameters as opposed to a spell list.</p><p></p><p>It’s late, so forgive me if that makes little sense.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8887271, member: 6704184"] So, I’ve started breaking magical and nonmagical skills into 12 houses, within 4 courts, although I might change that around as it develops. Each house is named for a type of magic, but also has non-magical skills associated with it. The Courts are compass points (and each house will probably have ordinal directions associated with them), with themes corresponding to the general concepts associated with the 4 suits of the minor arcana. So each Court has: [LIST] [*]a name, such as The Court of The Dawn [*]a Wind (the East Wind, etc) [*]a guiding “star” (East is Lucifer or Venus, the Morning Star) [*]An element and it’s associated magic skill, Dawn being Wind and Aeromancy [*]2 other magic skills, eg. Dawn also has Mind Magic and Alchemy [*]3 Physical skills and 3 Interaction skills [*]A type of Ritual Tool chosen by looking at the tools commonly used as the four suits of the minor arcana in a tarot deck, so Dawn (East, Wind) has the Blade [/LIST] Meanwhile, each House will have one skill of each of the three categories, a constellation, and a mythic being associated with it. What this allows for is a solved game of combining and using different types of magic, what skills share metaphysical space between categories, and thus lend themselves to combination, like Aeromancy, Acrobatics, and Linguistics, or Shadow, Stealth, and Deception, and which magic skills combine well and what general philosophy governs adjudication of those types of magic. It gives a logic that you can put on a chart, making it easier to have a magic system that works via magic skills with somewhat loosely defined parameters as opposed to a spell list. It’s late, so forgive me if that makes little sense. [/QUOTE]
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