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General Tabletop Discussion
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Which game has your favorite magic system?
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<blockquote data-quote="niklinna" data-source="post: 9082192" data-attributes="member: 71235"><p>I had all the <em>Castle Falkenstein</em> books, long ago, and I remember loving the magic system. You had to play out cards to "charge up" your spell, which took time to do, and the suits of the cards mattered (for more than just spellcasting, too). I never found anybody to play it with, though.</p><p></p><p>One game I do not like the magic system for is <em>Torg Eternity</em>. You can take a perk (feat) that grants you a whopping 3 spells from a pretty limited list related to your character's home reality and magical/spiritual tradition. You can cast most spells at will (unless the spell itself specifies otherwise), but you are stuck with the spells you picked when you took the perk. There are some perks that grant you 2 additional spells, which you generally can take 1 of, once ever, but after that, you have to repeat-buy the base perk (with ever-increasing XP cost) to get just 1 spell each time.</p><p></p><p>There are hardly any ritual-type spells, except in the horror cosm, where doing so risks you losing a point of Charisma each time you do the ritual. Miracles work the same way, as do psionic powers (for which this approach does reasonably work).</p><p></p><p>There are hardly any provisions for gaining a spell/miracle outside of your magical tradition's or religion's spell list. Arbitrary siloing at its best. Of course the GM can override that and allow a PC to gain such things as makes sense the fiction, but the rules as written don't allow for it.</p><p></p><p>I've never liked magic in any edition of D&D.</p><p></p><p>(Edited for clarity.)</p></blockquote><p></p>
[QUOTE="niklinna, post: 9082192, member: 71235"] I had all the [I]Castle Falkenstein[/I] books, long ago, and I remember loving the magic system. You had to play out cards to "charge up" your spell, which took time to do, and the suits of the cards mattered (for more than just spellcasting, too). I never found anybody to play it with, though. One game I do not like the magic system for is [I]Torg Eternity[/I]. You can take a perk (feat) that grants you a whopping 3 spells from a pretty limited list related to your character's home reality and magical/spiritual tradition. You can cast most spells at will (unless the spell itself specifies otherwise), but you are stuck with the spells you picked when you took the perk. There are some perks that grant you 2 additional spells, which you generally can take 1 of, once ever, but after that, you have to repeat-buy the base perk (with ever-increasing XP cost) to get just 1 spell each time. There are hardly any ritual-type spells, except in the horror cosm, where doing so risks you losing a point of Charisma each time you do the ritual. Miracles work the same way, as do psionic powers (for which this approach does reasonably work). There are hardly any provisions for gaining a spell/miracle outside of your magical tradition's or religion's spell list. Arbitrary siloing at its best. Of course the GM can override that and allow a PC to gain such things as makes sense the fiction, but the rules as written don't allow for it. I've never liked magic in any edition of D&D. (Edited for clarity.) [/QUOTE]
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Which game has your favorite magic system?
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