gilbo
2019 Group
Posts: 1,446
|
Post by gilbo on Mar 17, 2017 15:57:55 GMT
OK so last night it was mentioned that D&D 5E could be the way to go. Kris was OK with this, Kath likes it as she knows it, I don't mind, and James is too lazy to make up his own system happy with it too. So maybe I was awake half the night thinking of how it would integrate and here are my thoughts....
Although the main idea for the magic system is already in place, and we want it to be as free-form as possible, we will also need it to mesh with the normal D&D rules so here's what I thought:
Spell attack bonus = Prof bonus + Sphere level Spell save = 8 + Prof bonus + Sphere level So our best sphere at level 6 would have +8 and DC 16.
Spell damage = 2 x Sphere level squared i.e. 1 = 2 2 = 8 3 = 18 4 = 32 5 = 50 6 = 72 7 = 98 So level 5 would kill a bear (hp 34-42), level 6 would (nearly) kill a troll (which have 84hp). So it doesn't quite work but near enough?
Then I thought that the sphere levels could roughly translate to spell levels. This would help when we are determining power levels. For example level 6 would be roughly equivalent to 6th level spells or 12th level class powers.
For example Nature level 6 you could do the equivalent of move earth and wall of thorns but control weather and earthquake would not be possible as they are level 8 (although you could probably still do an earthquake but it wouldn't be as effective as the earthquake spell). Mind control level 6 could duplicate dominate person (5th) and mass suggestion (6th) but not dominate monster (8th). My flesh control could do polymorph (4th) or flesh to stone (6th). If I wanted to turn into an animal this could be the equivalent of a 12th level druid (up to CR 4 monsters).
Obviously these are just suggestions.
The base character system could just be normal stats (or a bit lower), d8 hp, proficiency with simple weapons, choose 4 skills. When we go up levels we could get extras like armour and weapon proficiency, a bit like feats.
|
|
|
Post by brumguvnor on Mar 17, 2017 16:36:48 GMT
hmmmm... - i am liking this a lot! - what's the rest of the table think?
|
|
|
Post by brumguvnor on Mar 17, 2017 16:38:26 GMT
and the more i think about it, putting some numbers onto things might make it easier...
How do we tie in these numbers to the difficulty table I wonder...
|
|
|
Post by brumguvnor on Mar 18, 2017 12:52:15 GMT
Right then- I've added damage into the difficulty table as an extra item - and even added in some negative modifiers in the sense of a ritual that takes time will reduce the difficulty factor... And also added in overspending on mana: expending more mana than is necessary reduces the overall difficulty and how you can give mana to another mage. Also - not every difficulty factor will apply to every situation.
The more I think about it the more I want magic to be very free form and allow you to attempt anything - and get away from D&D style levels with their restrictions on what you can and can't do. With your magic you can attempt anything, with the only limits being how big or effective a spell you want to cast... And if you absolutely MUST kill the ogre-mage in enchanted armour protected by a top of the line shield spell on a hill 10km away then you can go for it... It might leave you and a few comrades totally depleted, but you can give it a good shot.
|
|
|
Post by brumguvnor on Mar 18, 2017 13:47:42 GMT
And if we go ahead and use D&D 5 as the base system, I'm thinking: - humans only - base class of - say - fighter
Nominate skills based on your profession in this Earth, but I am assuming people will want to take thinks like survival (due to being a Scout leader or ex-army) or melee weapons (due to being a kendo hobbyist or LARPer).
The universe you are going to is harsh enough already: I can't begrudge you the extra HP, attack bonuses and weapons proficiencies that come from the fighter class, justified with a decent back story.
|
|
gilbo
2019 Group
Posts: 1,446
|
Post by gilbo on Mar 18, 2017 16:38:50 GMT
OK. I was sort of imagining my guy as a bit of a weedy nerd but if everyone is getting better hp I suppose I had better take them. How are we doing attributes? Are we rolling?
|
|
|
Post by brumguvnor on Mar 18, 2017 17:23:44 GMT
Yeah usual attributes rolling: 4d6 and keep the best 3.
And your bloke could still be weedy - just make con your dump stat.
A first level fighter will still only take 2 good hits from a sword wielded by someone strong, innit?
|
|
gilbo
2019 Group
Posts: 1,446
|
Post by gilbo on Mar 18, 2017 17:49:59 GMT
OK. Will there still be a use for reasonably high INT as I am guessing that this won't affect our spell casting, but will still improve knowledge skills?
|
|
|
Post by brumguvnor on Mar 18, 2017 20:37:23 GMT
I'm thinking your int should be the base for your casting - you should get a spell roll at int bonus + level in your sphere... You're going in at high levels here - it's not a time to stint on your skill levels!
|
|
gilbo
2019 Group
Posts: 1,446
|
Post by gilbo on Mar 18, 2017 21:23:14 GMT
I don't think the attributes should affect your magic, as otherwise everyone will want to max out their INT. My dude was going to be a scientist, and so he would generally have a high INT and rubbish physical stats. It would be a bit unfair if that gave me a massive advantage with the magic. I would go with the sphere level being the magic so everyone has the same 100 points to play with.
|
|
|
Post by brumguvnor on Mar 19, 2017 10:40:01 GMT
not understanding - attributes absolutely do not affect how many magic points you have - everyone gets the base 100: int is just the relevant attribute for determining your effective skill level in your sphere with a particular spell for opposed magic rolls.
|
|
|
Post by brumguvnor on Mar 19, 2017 10:51:09 GMT
something else I have just thought of - XPs are going to be awarded in the range of about 1 to 3 per session, depending on how amazing you've played... - or not. I am working out what the cost of buying a fate point is, as they are always an amazing concept. But something I am nakedly stealing from Amber (thanks Dave!) is this: if you turn up to the first session with a character portrait - bang: 1 bonus xp right there. (and don't forget www.heromachine.com for those who can't draw!) If you turn up with a nice backstory and description: bang - bonus XP right there too!
|
|
gilbo
2019 Group
Posts: 1,446
|
Post by gilbo on Mar 19, 2017 13:21:04 GMT
not understanding - attributes absolutely do not affect how many magic points you have - everyone gets the base 100: int is just the relevant attribute for determining your effective skill level in your sphere with a particular spell for opposed magic rolls. Yeah, my point is that if you have this rule we are all effectively playing mages, so everyone will want to max out their int. Wouldn't it be better if our magic was separate from our attributes? That would encourage us to make a 'normal' person, who then becomes a mage but still has their 'normal' stats, which don't have any game effect on their magic but are used for other stuff (athletics, knowledge, etc.).
|
|
|
Post by brumguvnor on Mar 19, 2017 13:32:50 GMT
ok... - we can do that... - how about this: your level in a sphere is your bonus to your relevant skill in that sphere on a base of 12... - with no INT bonuses: you are all doing this magic instinctively in a way that bypasses normal intelligence.
So level 6 in a sphere gives you a base roll of 6 +12 = 18. Make snese? - about what you were thinking?
And I make no apology for making the starting point 12: you are supposed to be GOOD at this stuff!
|
|
|
Post by brumguvnor on Mar 19, 2017 13:46:54 GMT
Also - I am finishing off the rules and they are coming together beautifully! There are certain sections I initially didn't want to share with you, in case it gave you ideas... - but then I thought: fuck it! - you are all experienced role-players and will think of doing the things I have created rules for very soon anyway, and: - I would hate it if I started to play a system without knowing the rules in advance. The specific issue I am talking about here is creating magic items: here's version 5 of the rules! www.bryan-talbot.com/images/art/stuff/Ragnarok-v5.doc
|
|