Thread View: rec.games.design
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Started by Steven Soss
Mon, 21 Dec 1992 15:36
FUDGE: magic
Author: Steven Soss
Date: Mon, 21 Dec 1992 15:36
Date: Mon, 21 Dec 1992 15:36
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3603 bytes
Well, I was thinking of all the magic discussions bouncing around and thought that maybe a system that I was using in a homebrew might fit the bill. So, to jump right in... Define three magic attributes (skills?) called Power, Control, and Accuracy. These would be rated on the scale of Terrible to Superb. POWER: this skill is defined as the ability of the caster to draw upon the essence in which to power his spell. A mage with a superb power could summon dragons, create castles, raise entire cities. A poor power mage might have difficulty in levitating a briefcase. CONTROL: this is the ability to cast the spell that you wanted to cast. Mastery of this skill is what makes the magic fickle or not. A high power mage with low control might cast a spell to create a castle and summon a dragon instead. Or cast a fireball spell and instead just turn the victims clothes red. ACCURACY: the ability to pinpoint the target of the spell. While a bit more nebulous than the other two skills, this is used more when trying to pick out a unique target. Superb accuracy might allow a mage to pluck off the nosehairs of a nearby orc. On the other hand, a poor accuracy might cause a rain spell to act in the next town (or even on the next day). Now with these overlying skills, almost any type of mage is possible. You can set CONTROL to a maximum of fair to allow all magic to have some fickleness associated with it. Or with high CONTROL, one will get the more Merlin type mage who is assured of his spell working. POWER is the difference between the genie in Alladin, or a typical village witch. When casting a spell, you can determine sucess in two ways. The GM assigns a task difficulty for each area of the spell (control, power, and accuracy), and the caster rolls against his skills. So to pluck out our unfortunate orc's nosehairs, the GM might rule that it is a poor power, fair control, great accuracy spell. The caster could either roll one time and use the results for each of his skills, or roll each seperately. The second way is that the GM could assign an overall difficulty task and each skill must match that overall difficulty to cast successfully. Failures to cast a spell can be handled in the way that the current FUDGE system works - a draining of some magic battery or something. Just to ramble on a bit more, I suggest the following as modifiers to the above skills: any ritual or ceremony will add a bonus to the POWER of a spell cast (this can allow for ordinary mages to cast some extraordinary spells); by uttering the spell as a poem will add a bonus to the CONTROL of a spell (as the magic is being focused), while hastening a spell could add a penalty; having material components may increase the ACCURACY (a voodoo doll can do wonders here) While this system does not address the issue of forcing a caster to cast varied spells (which I don't think is very necessary to begin with - here comes Joe the Mage, watch out, he always uses a fireball - should be a big enough deterrent), it does allow for a system to be tailored as to how powerful and controlled magic can be. So what do you all think? -Steve
Re: FUDGE: magic
Author: Steffan O'Sullivan
Date: Wed, 23 Dec 1992 23:21
Date: Wed, 23 Dec 1992 23:21
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soss@unix.cie.rpi.edu (Steven Soss) writes: >Define three magic attributes (skills?) called Power, Control, and Accuracy. I would call Power a gift that could be bought in levels: first level gets you Terrible, second level costs another supernormal power and gets you Poor, etc. Control and Accuracy sound like n-e skills, to me. >These would be rated on the scale of Terrible to Superb. > > POWER: this skill is defined as the ability of the caster to >draw upon the essence in which to power his spell. A mage with a >superb power could summon dragons, create castles, raise entire >cities. A poor power mage might have difficulty in levitating a >briefcase. > CONTROL: this is the ability to cast the spell that you wanted >to cast. Mastery of this skill is what makes the magic fickle or not. >A high power mage with low control might cast a spell to create a >castle and summon a dragon instead. Or cast a fireball spell and >instead just turn the victims clothes red. > ACCURACY: the ability to pinpoint the target of the spell. >While a bit more nebulous than the other two skills, this is used more >when trying to pick out a unique target. Superb accuracy might allow >a mage to pluck off the nosehairs of a nearby orc. On the other hand, >a poor accuracy might cause a rain spell to act in the next town (or >even on the next day). I like this idea very much, though I think you bend it too much trying to fit it into my FUDGE Magic system, which isn't necessary at all, you know. Let it be its own system. That said, I would change the terminology and some of the mechanics you propose: POWER is fine, but Control & Accuracy sound too much alike. If I were to use a system like this (and it seems very nice), I would probably introduce a radical terminology change, and call Warp and Weft for what you call Control and Accuracy. I would call the whole process Spellweaving. Power would define the "size" of spell you could weave. Warp is the weaver's word for the threads that run directly away from you: the framework that the Weft (sometimes called Woof) is woven into and on. So Power would strictly determine potency of spell available to be cast (and could be augmented at some severe cost), Warp would be a skill that determined the general shape and focus of the spell, and Weft would be a skill that determined the final pattern of the spell (how precisely fine-tuned you can make it).. >Now with these overlying skills, almost any type of mage is possible. >You can set CONTROL to a maximum of fair to allow all magic to have >some fickleness associated with it. I don't think that would work well with this system - better to forget my personal gripes and develop and beautiful system that works for you! >When casting a spell, you can determine sucess in two ways. The GM >assigns a task difficulty for each area of the spell (control, power, >and accuracy), and the caster rolls against his skills. I wouldn't think you'd have to roll for POWER if the spell is equal to or less than your Power - just if you're trying to create a spell ordinarily beyond your Power level. I would just roll for the Warp and Weft. A poor Warp roll means the basic nature of the spell is off, while a successful Warp roll but poor Weft roll means you got the right kind of spell, but either too weak, or off target, or even too strong - just off somehow. >Failures to cast a spell can be handled in the way that the current >FUDGE system works - a draining of some magic battery or something. I would think that only crit failure would do that - again, don't try to cram FUDGE Magic into your own system - it has its own penalties for spell failure built into it - see my previous paragraph! Don't sell yourself short! >So what do >you all think? I like it a lot! I may write it up concisely and add it to the Addenda, ignoring all the matchups with my earlier system. Would you mind if I changed Control and Accuracy to Warp and Weft, or do these terms leave you cold? -- - Steffan O'Sullivan sos@oz.plymouth.edu
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