Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Tuesday, May 3, 2016

Covenant Items from Midnight for BRP

I've started to play a basic BRP based fantasy game at home, and the first adventure we did was a small crypt crawl. Naturally they found a magic sword.

Before you start to groan, let me tell you the kids have already started to ask for dragons and maybe a demon or two. They want fantasy to feel fantastic.

So, what can you as a GM do with the proverbial magic sword to keep it fresh and interesting? Well, I remembered the Midnight campaign setting for D&D 3rd ed. It might be a little to grim for children, but there was a few rules ideas in there I could steal. I'm thinking of Covenant Items.

Covenant Items are magic items that "grow" with the wielder. It's a neat solution to the question of what to do with the simple +1 sword when you find a +2 one.

Since we play in the Kingdoms of Kalamar, this sword is blessed by Brovandol, of the Knight of the Gods, and thus its powers are themed to that.

  • +5/+10   -  Lvl 1 - Countermagic
  • +10/+20 -  Lvl 1 - Sharpen
  • +15/+30 -  Lvl 2 - Protection
  • +20/+40 -  Lvl 2 - Countermagic
  • +25/+50 -  Lvl 2 - Sharpen
  • +30/+60 -  Lvl 3 - Protection
  • +35/+70 -  Lvl 3 - Countermagic
  • +40/+80 -  Lvl 3 - Sharpen

The idea is to have the weapon develop with the character, so the first column is how many skills points have been put into the weapon. The first value is for those who like me uses a d6 for skill advancement, and the second if you use a d10 (like modern CoC does).

Just as a random fact the levels happens to match with the different levels of the Halls of the Valiant, as the church of the Knight is knows as.

The powers are names of Magic spells from the Big Yellow Tome edition of BRP, and roughly correlate to familiar RQ spells like Bladesharp, Shield and Spell Resistance.

Now I have adventure hooks and a money sink ready for the character to develop those powers!

Tuesday, October 22, 2013

More freeform magic - Savage Worlds

Just as I wondered about alternative system for the freeform kind of magic of Mage, I suddenly find multiple alternatives! This is just as much a reminder and place holder for myself as it is a tips you you out there. Check out Clint Black's rules for improvised magic for Savage Worlds. They look quite usuable.

I guess Savage Worlds have a reputation for quite pulpy and cinematic action, but looking at how WoD games seems to be played I think it could fit. Personal horror or not, they can't get any less of that by Savaging them, in my opinion.

Monday, October 21, 2013

Freeform Mage system - in BRP?

As I'm presently stressed out, and slightly exasperated by the possibilities of getting a gaming group to schedule a session, I'm dreaming up new cool projects.

I used to think that the first edition of that wild and crazy game Mage had something. The setting was black and white to a fault, and the usual "class system" really created game groups where everyone was an oddball and nothing but metagaming would ever keep that group together.

But, the idea of magic as something as the whole basis of ontology and conscience was mindbogglingly cool. Suddenly everything was magic, and you could totally explore the modern world from that perspective. Except you were supposed to play conservative/reactionary people stuck in a superstitious world view. At least that was how it felt, when it painted the technomancers as the bad guys.

Now I picked up the big time about the Technocracy, and started to read it as if we would start playing those guys instead. I began to see interesting option. But, I was vary of the rules.

So, how about using BRP instead? You could just grab the standard Call of Cthulhu skill list and just add the spheres of magic, couldn't you? Imagine you have skill ratings in the spheres just like any other BRP skill. Then maybe you'll have another skill for actual spell casting and if you wanted to do something you'd allocate percentiles up until you reach your rating in that sphere, and if you want to do something more powerful you'll get Paradox. I have long been thinking it would be cool with a system where you would "bet" your chance of success against your character's limitations, and that would be an interesting way to make that happen.

I will probably never do anything with it, but suddenly I have some weird system hackery to occupy my mind with. Maybe I'll even feel tempted to toss some words into an search engine to find out if someone beat me to it. Maybe. It is more fun to just dream up systems, right?

Saturday, October 12, 2013

Material components, taking a cue from Mage

I have more than once felt that the game Mage: The Ascension could be really cool, if I just figured out how. The rules are a bit too vague, and the setting cool but unfocused. Sadly, it felt later editions limited it to become the same kind of superhero games Vampire and Werewolf was.

Now I've started thinking about the really interesting bad guys in the setting, the Nephandi, I decided I needed to read the Guide to the Technocracy. That power group was presented as the main evil in the early editions, but I have picked up this book in order to find a more positive slant on them. There are multiple shades of bad in this setting, and I felt Nephandi would be more interesting as bad guys, and the technos as misguided good guys. It's after all a game about belief, and even the kind who seems abhorrent to you has to be investigated for what they are.

One thing this books talks about at length is the magic foci used to cast technological spells. The magic in Mage is very free form, and based upon some basic spheres of knowledge. You can pick whatever sphere you like and by manipulating that get magical effects of that kind. In GttT the "mages" use implements, like a calculator, mirrorshades, guns and other technological gadgets which both channels and "hides" the reality wracking effects. For example, in order to cast a spell of perception, you put on those shades and the spell take effect. The implements are not just like a magic wand you wave about, it's a thing that related to the magic action being taken. This made me think of material components.

In some editions of D&D, you have to have a spell component to cast some spells. If the component is verbal it is easy to just say your character chants or shouts or whatever. That pesky bat guano or black pearl is more complicated. How often do you need to stock up? How do you track usage? Is that really fun? And so on...

Maybe you could use implements like in Mage instead? It would take magic back to how it worked in the Blackmoor campaign. Dave Arneson had a very tangible kind of magic in his campaign, that much can be gleamed from what he have said, and written in the FFC. It can't get any more old school than that, eh?

I would think it would have to be components of a lasting nature. One problem with the material components rules as they are in e.g. AD&D is that it's unclear how to manage the logistics. If you instead always have your item around, it solves that problem. I do like the idea of being able to improvise and take whatever item that suits the effect you are trying to achieve. Since there are no dice rolls involved in classic D&D spell casting, you could say spells cast without implements take one additional time increment to cast, a segement, round or whatever.

I'll file away this idea for the future. Right now it looks like I'll have few possibilities to actually test it, but if you do feel free to post your experiences!

Sunday, May 8, 2011

The question about RuneQuest magic

I came late to the show. RQ had already passed on, and while there was this new game being worked on it took ages and everyone still spoke in RQ terms. Finally I got the new game, HeroWars, and while it was an eye opener it was also one of the worst produced games I've ever seen. But, it did give me some vocabulary to speak about Gloranthan things. Then there was these RQ terms.

One bone of contention is the vocabulary of magic. In HW the different magic paradigms are very different. In RQ3, there are spirit magic, divine magic and then there's sorcery. Even though the latter is supposed to be more powerful and take more study, it's quite similar in game effect to divine magic, which comes from the gods. Then there's the spirit magic, which even though coming from spirits look just like the spells of divine magic. I always wondered why there wasn't just one game mechanic and the metaphysics just background facts.

Now, in RQ2 things were named differently. There was something called battle magic, which I think was not at all that related to battle. I seem to remember something called Rune magic as well. Whatever that was.

When HeroWars spawned its successor, HeroQuest, we suddenly had something called "common magic", which once again mixed up the cosmologies, or at least made me mix it all up. Unless I misremember (I've never owned HQ), it also did change the name of one of the other schools of magic.

So, how on earth do all these related? Why are they all looking so similar when they depict three very different views on the world? With the great Yellow Tome, the new BRP rules, I've been thinking of a Gloranthan game but have hit upon the problem of relating to all those old RQ based books that I have.

Now we go into the territory of Gloranthan high weirdness.

The heroforming of HeroWars seemed a perfect fit for superpowers. The use of theistic feats for skill augmentation would be a simple +20% to a skill if your Devotion skill was higher than the skill rolling for. Animism then would just use the summoning skill, and the sorcery system using the regular spell system.

Do this in any shape or form look or feel like either RQ2/3 or HeroWars/Quest? I have no idea.

Frankly, when I a few weeks ago got hold of the British edition of RQ3 all these questions came back to me again. Anyone know enough of all these schools of magic to tell me how battle, spirit, common and sorcery magic all related? Oh, there were divine and rune magic, and a few others as well. Arrgh!

Sunday, August 8, 2010

What's the "feel" of psionics in fantasy gaming?

Being submerged in different versions of psionics rules lately have reminded me of my initial reaction when I read the Psionics book for D&D3.0 back in the day.

In that book they have a sidebar, or something like it, where they discuss the relation between magic and psionics. It basically boil downs to "it's just the same, with different looks" and they of course claim "game balance" it best preserved that way. Some days I wish all power gamers who out of envy bitch and moan about not having the same power as everyone else would all disappear to Mars or Jupiter.

I think psionics should be different from magic. Why would you have a character utilize both psychic powers and magic if they are all the same? Because they ran out of spell slots but have Power Points still? Please!

  • Psionics should not be visible. Thus it has no material, verbal or somatic components.
  • Psionics should be focused on mental processes like thoughts, emotions, perception and the mental processing of physical stimuli.
  • Psionic combat should make your head explode if you loose:
  • Psionics should not replicate the basic Magic User spell list. 
  • Psionics should be alien!


Or what do you think?

Thursday, January 28, 2010

Some observations regarding DragonQuest and Tunnels & Trolls

I have not had any luck getting any gaming done this week. My T&T game got rescheduled for next week, and the campaigns in preparation are not ready to go live yet. So, I have read some old games instead, like DragonQuest.

Now when I have re-read selected parts of it again, I feel it have a few things in common with T&T. If you attempt an action, the normal thing to do is to roll against your stats (modified for difficulty by multiplication). Looks a lot like T&T. Also, the magic system have this idea of Active Resistance where your Willpower is reduced from the skill level rolled to loosen the spell. Once again I think of T&T and the Kremm Resistance rules of 7th ed.

Those of you who have read what I've written on that subject before know that I'm not that fond of Kremm Resistance. For me it seem way to binary. Actually, DQ made me think that maybe there is a good way to actually use it, kind of like the Active Resistance.

One way of doing it would be to let it be specific action. You can resist the spell, but then you wont do anything else. Then you have a few ways to handle it.

I think there are three basic ways to do it. You have to compare the WIZ scores between the Caster and the Target, and then you can use that for either affecting the INT to cast the spell, affect the level of the INT SR or lastly to affect the WIZ cost.

For fans of 5th ed, where there is no INT SR to cast a spell (which some have complained about as a nerfing of the Wizard without realizing that the extra AP gained evens it out), I think the last option is the way to go. That is, if you want Kremm Resistance in your game.

For us who use 7th ed, I prefer the option of affecting the INT score. Trying to get a number in a sensible range to affect the level seems harder. So, I present this suggestion.

Reduce the INT rolled for casting the spell the amount the WIZ score of the target surpasses the caster's score.
e.g. Caster with INT 16 and WIZ 16 cast a spell on Target with WIZ 20, so the Caster rolls his INT SR with an effective INT of 12 (20-16).

That way rolling doubles might still penetrate the defences, and since it will have to be actively resisted it might not be an option for every time and place.

I don't want to go the way of rolling saves or resistances all the time, it just wouldn't be T&T. This way the changes to the regular rules are minimal, and the binary nature of the rules as written is avoided. I never liked the way magic became so "scientific" and sure when you had the "you can't go there" sign of a high WIZ opponent.

You feel the WIZ drain effect is missing? Well, I think that will happen anyway. Just watch that Wizard working over time casting spells and throwing WIZ around. Survive a few rounds, or be smart and tempt him to waste some and then punch him. Otherwise I'm sure there's some way to re-engineer that one in as well.

Let me know what you think.

Friday, November 27, 2009

Reading T&T 7.5 - Magic p.126-132

We have almost reached the end of the rulebook by now, but there are a lot quirks in the pages ahead. Let's dive in the deep end!

To start off with, we are treated to some description of how magic shapes everything on Trollworld. Here we get a few snippets of information about that ellusive place, and the fact that dwarves can smell metals makes me yearn for more information on this wondrous place. At the same time my brain is filling in the blanks all by itself, because the ideas are so evocative.

Spells, we learn, are categorized in four schools. I'm not sure I know why, but that's how it is. Then it starts for real. Now on page 127 and forward we get the rules for actually casting spells, and some examples and metaphysics of magic mixed in. It's made clear that spells are a psychic phenomena, and that spellbooks thus don't exists. I found that, and the then natural lack of scrolls, to be a stumbling block for me when trying to find treasure to reward magic using characters in my campaign. Think about how you want to handle that in your campaign.

Notable is that when the rules say that your stats will limit your ability to cast spells, it never say anything about your level, except for an example on p.127-128 where Khenn the Wizard casts a spell of a higher level than himself. In 5th ed this is limited by the fact that the Wizard's Guild wont teach those,
and that they cost more energy to cast if you get hold of them anyway. I think I like the new freedom better.

You cast spells by making a SR and you pay for them with the new stat, WIZ. Welcome to the classic weakling wizards! I can't resist thinking of Ars Magica, where all our Magi had maxed out their Stamina. Yes, a physical stat. I think it makes sense to have magic powered by a separate stat.

In the section called Casting Cost we see some slightly confusing things. In the first paragraph we see a mention of tools to assist casting, like a wand. Later in the next column on the same page there's an example of a Wizard casting a TTYF and it's mentioned that he don't have a staff. So, you say, what difference does that make? The thing is that using these tools and how the reduce the cost of a spell isn't explained until yet another three paragraphs, the middle of page 129! Also, in the second paragraph of this section there's a page reference to page 36. This is regarding how the level of the caster also makes it cheaper to cast a spell. Looking at page 36 we see that is indeed where the definition of a level is, but the benefit of levels is on page 39! Just to make it even a bit more confusing nowhere on page 39 is it mentioned that one benefit of gaining a level is that it's cheaper to cast spells! This is very confusing, and should have been edited. It feels sloppy and a bit disorganized. Since I started this project Ken have told me that everything is basically printed in the order he wrote it. It shows, sadly. The most odd thing of all, though, is that the actual rules for the different kind of spell casting foci are in another booklet! At least there are a very clear mention of this in the middle of page 129, pointing out that you have to read Special Edition Monsters & Magic Book.

One important thing is mentioned here, though, that Rogues can't power up spells. Considering all other limitations on their spell casting is mentioned in the Type description on page 12, I'd love to have seen that added there as well.

The rest of the magic rules consists of the most talked about and least liked part of 7th ed, according to my experience. Some metaphysical reasoning is given, and then it's proclaimed that there's a "barrier" you have to overcome to affect a stronger magical force, Kremm, than your own. The end result is that you, and your target both loose WIZ, but you can't get your spell to affect anyone stronger than yourself. This brings out a boatload of problems.

Sure, you can have a team of Wizards casting spells to drain their target while one of their pals is withholding his WIZ (otherwise you will all just decrease in step and never bring down your target below you) until it can be brought to bear. But, frankly. Can you imagine a party of multiple Wizards doing that, when they can just boost a Warrior with something like a Vorpal or Whammy so much easier?

Also, imagine a Target with WIZ 100 and two player Wizards with WIZ 88 at level 7 and another with WIZ 30 at level 2. The latter are going to cast a spell on the Target. They will both loose some WIZ, right? Now the Level 7 Wizard cast the same spell. But, since he is higher level he will use less magic energy and thus affect the Target less! If he uses a focus it's even worse. It feels distinctly wrong that somebody with more magical power will make the enemy hurt less. Can you ignore the level benefit or "exert yourself" in order to hurt the enemy more? Nah, this just is not working.

I like the idea of Spell Resistance, but this is not a good way to do it. It will involve more dice rolling, and thus more chance, but I think some SR based on the difference in power makes more sense. The idea is good, but I don't like it this way. I'd hesitate to add in more dice rolling since it will both slow down play and make Wizards potentially weaker. Considering you didn't have to roll a INT SR to cast a spell in 5th (now you do) I would hazard the guess that for someone coming from 5th ed it would look even less good. Maybe ditch the INT SR and just have a SR when casting on someone with higher WIZ? Don't feel that good either.

Personally I never liked the "auto pilot" system where you just said "I cast a spell", while a Warrior had to roll to hit. Magic should be fickle and chancy. At least as much as the martial skills are. Taking a tenth of the overpowering WIZ as CON hits instead? Heck, I have no idea how to make it work! Can you tell I'm grasping for ideas? I like the INT SR to cast, but the Resistance rules will go next time I play T&T.

Most of the rules in the Magic section are just as easy going and wonderful as tools as the rest of the system, but the new additions above need to mature a bit. The system if fun, and it works. I do like that you gain AP for making a SR to cast, spending WIZ to cast, and for defeating a monster with that same spell! Wizards can be powerhouses for Adventure Points.

Next week: I'll talk about some of the specific spells, and that extra booklet mentioned above, Special Edition Monsters & Magic Book
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.