gilbo
2019 Group
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Post by gilbo on Feb 11, 2017 15:19:31 GMT
OK, great. If I can take one at level 6 (22) and one at 5 (16) that leaves me with 62 points to spend on mana and recovery. How does the recovery work again?
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Post by brumguvnor on Feb 11, 2017 15:43:16 GMT
Your recovery rate is how many mana you get back each day. There's no reason why your daily mana pool has to be the same as your daily mana regeneration rate... - but if they were hugely different it would definitely be interesting!
Also - don't forget: it will be very difficult to get new spheres of magic after character creation... - getting the spheres as you transition between universes? - very easy: improving the levels of your level 1 spheres? - easy with XP; getting new spheres? - not so much...
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Deleted
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Post by Deleted on Feb 11, 2017 18:35:56 GMT
It seems to me the easiest (if in theory most boring, though maybe it could be made interesting in practice) is to have powers of healing and twa*tting. I could use healing for things like 'mend item' as well, and hopefully there'll be other things I come up with. I might have to finally get the D&D manual just to give me ideas Would I be allowed to tw*t/deck space-time and teleport or something?
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Post by brumguvnor on Feb 11, 2017 18:44:32 GMT
Hmmm... To me healing flesh is a different sphere to healing items... But: if you took the sphere of "life" you could both heal and hurt: so it could be used to help allies AND hurt enemies, and your secondary power could be something different.
So perhaps life as a sphere together with "matter" to mend and make items?
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Deleted
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Post by Deleted on Feb 11, 2017 18:49:54 GMT
So:-
'Heal' at Level 5 (16 points) 'Tw*t' at Level 6 (22 points) Social magick (charm) cantrip at Level 1 - 2 points
Mana 30 Refresh 30
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Post by Deleted on Feb 11, 2017 18:51:25 GMT
Aw ok then- what you said lol x
'Matter' could also break items of course.
Matter 16 Life 22 Social cantrip 2
Mana and refresh 30/30
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Post by brumguvnor on Feb 11, 2017 20:43:16 GMT
OK - so I have been thinking here, and I am wondering why you if you had "matter" would be more capable than someone else who took "stone / earth" - why should you be able to manipulate stone, metal, and wood and they can only do earth?
So: I have decided to be strict for game balance and because you can guarantee any group of roleplayers is going to be able to totally balls up ANY system if you're not very, very careful
So the ruling is: you can take earth - which covers metal and stone too, or flesh which covers healing and manipulating biological entities (both yourself and others), or plants which covers growing plants and trees and also wood. (and thinking some more the sphere of "life" would be more about the spiritual essence of life - and definitely about drawing it out of people - so dealing with the energies of living things and also death, ghosts and spirits... - I definitely think that in the setting I am creating that flesh magic would be far, FAR more useful: I cannot help but remember that in the books this is all based on the hero took flesh magic as there was no way he was going to leave his precious body in the control of punk-ass medieval level "doctors"!)
In the same vein you cannot take "energy" and be able to be as good as someone who took the more limited "fire" - so you can take fire and / or electromagnetism, which as the name suggests would allow you to use electricity and therefore lightning, and also magnetism.
But it depends what you want to do with it: are you wanting to just be able to repair stuff? - because repair seems a bit limited to all the other spheres, you know? Perhaps there should be a sphere of "mechanisms" where you can create and repair all kinds of mechanical things: and under this ruling, a suit of armour is definitely a "mechanism"! - so if someone gave you a pile of metal with a bit of leather and cloth, you could easily create a perfectly fitted, master-craftsman level suit of armour from it - that's also lighter and stronger than any normal smith could ever make... - and be able to mend anything at all that you can see - like (I don't know - picking an example totally at random) - the castle walls and gate currently keeping out the goblin and troll horde....
Also: at level 6 you cannot create or summon your element: that definitely takes level 7.
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Post by Kristian on Feb 11, 2017 23:22:28 GMT
Would 'nature' be a good sphere? ...or is that too broad? Also would it even be useful ...for example you've used a few fantasy elements like 'goblin' and 'dragon' in your descriptions, so I assume so - but if the bulk of the game is on a dead planet, or in hell, or aboard a space ship ...then it would be a bit of a waste
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Post by brumguvnor on Feb 12, 2017 11:08:47 GMT
Ok I can tell you it is not a dead planet or in space and is on a regular planets surface - so nature would be a useful sphere, yes.
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Post by brumguvnor on Feb 12, 2017 13:48:19 GMT
And now I'm worried that nature is far too broad a sphere in that it could - in theory - give you you animal, plant and insect control AND weather control...
So I'm thinking you'd either need to take a negative modifier (something along the lines of "yes you CAN control animals, plants, insects and weather, but all of them at an effective -4 to sphere power levels") or you just take say plant and weather as spheres, or explain how the nature sphere works so that it doesn't give you 4 spheres for free.
That making sense?
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Post by brumguvnor on Feb 12, 2017 14:00:59 GMT
also - I want to revisit one of my original ideas, that you don't need to roll damage, that at certain levels your power is strong enough to just kill certain creatures if you call your sphere fully to mind... - is that something people are all Ok with or woul they want to change it?
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Post by brumguvnor on Feb 12, 2017 14:32:15 GMT
Here is version 1 of the magic rules; definitely not finished! And this is the Greek goddess Hecate, who is the one asking for your help... Attachments:Ragnarok v1.docx (733.19 KB)
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Post by Kristian on Feb 12, 2017 15:25:39 GMT
And now I'm worried that nature is far too broad a sphere... Riiiiiight ...so transmutation could let you change a cow into a fire-breathing dragon, or raindrops into bullets, or a row of bushes into a impenetrable wall ...and you're worried I might be able to make it a bit breezy Seriously though, how about if I took it as two or three separate spheres: Nature: Flora Nature: Fauna Nature: Environment Seems a bit harsh, but you the GM
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Post by brumguvnor on Feb 12, 2017 15:34:27 GMT
yeah - but don't forget what I said to Steve: you might be able to transmute some mud into bullets... - but unless you have force as a sphere they ain't going anywhere... - and you might be able to transmute a stick into a gun... - but without gunpowder it is just a fancy stick still... - I want you guys to be very powerful in yourselves, bit not be able to immediately tool up the rest of the party with SMGs with a 10 minute burst of your level 6 sphere.
And also don't forget that you are very powerful in your level 6 sphere, so I feel like I have to be strict as I know exactly how far roleplayers will run with an open-ended concept like "nature".... - I mean - it's what I would do!
So yeah - breaking it down into animal, plant or weather spheres seems good... - and thinking about what I have already said about the place / time / environment that you are going to be going to I can immediately see how 2 of those would be extremely useful...
And finally allow me to add: talking it over here has been a lot of fun in itself - sharpened some of my ideas on how the magic system should work and getting the ideas thrashed out so that everyone feels consulted and that they've added something.
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Deleted
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Post by Deleted on Feb 12, 2017 16:32:24 GMT
also - I want to revisit one of my original ideas, that you don't need to roll damage, that at certain levels your power is strong enough to just kill certain creatures if you call your sphere fully to mind... - is that something people are all Ok with or woul they want to change it? I would really like that. You could also make some of them like 'Fireball' in DnD. No attack roll. Failing an attack roll is frustrating! You could then have the equivalent of a DEX save, or a simple yes/no of some kind for whether it worked or not. As far as I'm concerned, the less rolls (simpler) the better. I think a lot of the stuff will rely on you deciding on the spot whether we can or can't do N thing, when we come up with it. Can we have any tips about the focus of the game? For instance in Empyrean a lot of things relied on negotiation and/or making money. In D&D it was often tw*t/heal. In AoS it's often perception checks. What I'm hoping for is that I can make a paragraph like you had in DnD, and I'd started to have. This can be done if you know what the stats etc are you'll be most commonly using.
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