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Homebrew and House Rules (D&D) / Re: Discussion on Vancian Magic - Chapter 2
« on: February 11, 2016, 09:05:34 PM »It might be outside of the scope of this, but I can list a few potential problems.Wait! Hold up! I was interested in the ways you think that can be used against those problems.
I mean, I highly value your input, but we've already stated the problems that need to be addressed, in the previous chapter. Now we're trying to answer them.
Also, you're missing a few items such as the prominence of SoD spells. Magical Resistance and the obscurity of spellcaster check. Mages scrolls ad infinitum. 15 minute work day. etc.
One big combat aspect I see missing is crowd control. That's a very broad term that can be done in many ways, but it's very important. Also, mobility (flight and teleportation, specifically) would need to be addressed.Well, crowd control is a term that is used outside of design to state a certain affect your character creates on the battlefield. I can see both charm and figment as creating Crowd Control effects.
Someone had argued that Summon can also be used for Crowd Control. Could be. personally, I don't buy that. What you mention as flight and teleport I called Shift. There are a number of short term, minor influence spells that already exist and can be connected to it. Jaunt, Fast retreat, Dimension Door, Knights Move. Whatever. For the more complex version where either the caster or the group travel to an entirely different location I thought that using the Ritual rules will be more fitting (and so, there is no need for blocks spellcasting).
As far as non-combat goes, you're probably going to want some utility in there. You can likely get some good utility from summon, figment, charm, shift, and know/detect. You may or may not want something to help bypass hazards, things to boost mundane tasks (be they boosts to normal skill checks, or things that work outside of the skill system), as well as stuff like reading thoughts or detecting lies. It's possible those effects could get added into boost and know/detect.Pretty much most of what you mentioned is up there. Boost block can provide +2 to aim or something similar, an automatic skill success would probably fit more as a Ritual. Same with most other blocks provided. Do you think that there is something not covered by the blocks? Can you think of a specific example?
You weren't planning on each of those things as being a single effect, were you? I'm assuming each would contain a list of effects.I wasn't planning on anything at all after that post. It's a catalyst for discussion. I thought of somethings and would like to hear others. Given what I wrote (or could also be - despite what I wrote) how do you see the system onward?
So fun fact, if you delete the word "epic" from creating Epic Spells you'd have 99.9% of the system Bronzebeard wants to make.You know, It would have seemed wise of me to remember that
Also as a fun fact, Mutants and Mastermind does things even better, and Risius is even less rule extensive!And ars magicka, and blue rose.