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Post by Revan on Apr 22, 2011 2:09:52 GMT -5
Okay, I know it's been brought up before, but.... I'm taking into consideration allowing my player characters to take up magic. What I want to know are the pros and cons, how/if it's broken and what should I be looking out for as well as any other suggestions you may have.
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Post by malice on Apr 22, 2011 2:39:57 GMT -5
I think the most important thing is to know how it works. To this day I lack confidence when approaching MURPG magic. You need to have a clear idea of how you want magic to work, even if it doesn't necessarily work the way its stated in the books, and then you should be consistent in your rulings.
The Cons of magic are its complexity and range of possibilities. It's difficult to be sure how it needs to behave at all times, and both you and your players can feel like you've been thrown a curve ball at times.
The Pros are the same as the Cons based on how you use them. Other Pros include a weirdness factor that keeps people from buying Magic Defense (Magic is uncommon, so you have an edge from wielding an unusual weapon).
Once you know how you want it to work in your games you can figure out what you have to worry about in terms of game balance.
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Post by Brainstem on Apr 23, 2011 16:47:01 GMT -5
It works like anything else. Stones are stones are stones and that's what you need to remember. If somebody wants to use magic to do something, that somebody still has to invest an appropriate amount of stones in order to beat the challenge.
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Post by Rinjo on Apr 23, 2011 17:12:57 GMT -5
I think the most important thing is defining what Magic can and cant do in your game. From GM to GM magic changes considerably. Some view all of the magical sorcery branches to be equal aside from flavor... others view them to be a specific list of can and cannot actions.
You need to define what you think the abilities limitations are before you consider allowing them. Otherwise you will find yourself pulling out your hair because as the book defines sorcery you can pretty much do anything.
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Post by Puck on Apr 23, 2011 17:18:16 GMT -5
its good to note that sometimes especially when dealing with sorcery, a gm just has to say no cant happen for game breaking. Theirs a disclaimer on magic. When you select it you gotta understand that more than any other action a gm may just have to say no.
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Post by terrafate on Apr 26, 2011 10:37:27 GMT -5
Honestly, you should talk to Reaver. He came up with a new way to run magic that makes it unbroken. It's actually pretty awesome.
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Post by kito on May 22, 2011 12:11:41 GMT -5
Honestly, you should talk to Reaver. He came up with a new way to run magic that makes it unbroken. It's actually pretty awesome. do u know where the form for it is?
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Post by terrafate on May 22, 2011 12:49:05 GMT -5
I don't think he actually posted it on the boards...Might wanna message him about it see if you can get him to
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Post by falinxelote on May 22, 2011 23:11:51 GMT -5
I've been toying around with using a system of dividing the powers into more difined Groups. As it stands with sorcery, I would never allow it. The discription says it all "you can pretty much do anything" and that is a problem a creative enough character could find a way to do every thing in the game through sorcery and that ranks as broken in my book. So the way I have been toying with forces characters to pick a source of power. This would limit their scope of effects but also leave them able to still do a lot. for example Raven can manipulate her spirit self into her spells (I know she is dc but hay) all of her effects are based upon that idea that is why when she lifts stuff it turns black her spirit self is actually moving it. The only times she has gone outside of this is when she uses spell books from other types of magic thus learning other sources of magic. This would help to limit the scope of the characters effects.
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Post by Puck on May 22, 2011 23:17:07 GMT -5
You can narrow sorcery down. Asgardian sorcery for instance, voodoo witchcraft, a Mage, a wizard, the 2.0 rules of master of Magic is really good actually. It allows what you select as options and it can always be adjusted to your game. What you should really worry about is summoning and invoking @_@
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Post by kito on May 23, 2011 10:13:12 GMT -5
where is the 2.0 rulez on magic? if you would be so kind.
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Post by Puck on May 23, 2011 10:26:53 GMT -5
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Post by Puck on May 23, 2011 10:28:14 GMT -5
those were bigger .oO I assume you can dl then and zoom in with whatever you use for image viewing if needed.
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Post by kito on May 23, 2011 11:31:29 GMT -5
THx
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Post by Neros on Jun 5, 2011 13:39:50 GMT -5
That's not from the 2.0 rules, but from the House Rules Assemble guide. As fare as I recall, we never got to work on the Magic system yet. There was so many other actions which are much more used and would be more productive to focus on. But here is a link for the current version of the file. Which doesn't seem to contain the magic rules. I'm guessing that there where some problems with the house rules, also, I seem to recall I once made a Mystic Lore Action, which also has disappeared: www.mediafire.com/?o59And here is and older version which has the magic rules: www.mediafire.com/?d1su12wjhtmroh4.... Actually, looks like the old link dosn't work.. Better fix that.... Actually, why not make a similar file for 2.0
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