Thread View: rec.games.design
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Started by Steven Soss
Wed, 30 Dec 1992 21:15
Re: FUDGE: magic
Author: Steven Soss
Date: Wed, 30 Dec 1992 21:15
Date: Wed, 30 Dec 1992 21:15
40 lines
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2127 bytes
sos@oz.plymouth.edu (Steffan O'Sullivan) writes: >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? Actually, the way you describe the spellweaving is similar to the way that we used this system -- though I must admit the idea of 'spellweaving' does give it a better conceptual ring... I like it. The only thing that I think should still be in the mechanics is the roll against Power. The main reason this is in the mechanics is that it was found that otherwise there is no reason for a mage to cast a relatively low power spell (unless there is a penaly to control for using high power, but I dislike that kind of linking). The roll vs. power would give a 0/- to the power stat of the mage. So long as the modified stat is above the necessary power for the spell, then the spell size is unaffected (in our system your power rating gave the largest spell that you were physically capable of weaving). If the modified power is less than called for, then the spell is that much weaker (or didn't cast depending on the spell). A critical failure to power would cost the mage in health (as he could not release the spell threads from his body). This has the benifit that low power spells should be very easy to cast, with spells becoming more difficult as the size reaches the limit of the caster. I would imagine that you could allow for the mage to cast spells larger than their power by adding in the possibility of a +modifier to the roll vs. power. At any rate, I appreciate the new terminology and the suggestions. --Steve
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