Re: [FateRPG] New elemental magic system -- thoughts?
On Sun, Feb 17, 2013 at 3:17 PM, PK Levine <pkitty@...> wrote:--On Sunday, February 17, 2013 05:52:46 pm Jon Lang wrote:Oh, right, sorry. Should've talked about it.
> First of all: what's the setting like? One of the central tenets of the
> Magic Toolkit is that a magic system cannot be divorced from the setting.
For those of you familiar with GURPS Banestorm, it's Yrth. The group just felt
like Fate would fit the needs of our players right now better than GURPS.Ah; that says a lot. Thank you. Note that the Extras chapter briefly alludes to the possibility of using a stress track to represent mana usage, something that's very much in keeping with Yrth-style magic.Basically, the concern here is that, between these five skills, you canaccomplish pretty much any action. So it would be unfair to say that a normal
person needs to be good at (say) 18 skills to be a master of everything in
this game, but a mage need only be good at 5 to be just as awesome and
versatile. The way to avoid this is for there to be some sort of limit -- some
reason why the thief picks the lock instead of the mage always casting a
"lockpicking" spell, why the fighter guards the doorway instead of the mage
always casting a "barrier" spell, and so on. Magic needs a *fundamental*
drawback.Got it. Charging Refresh is part of the solution; as is limiting how often it can be used (the aforementioned "mana stress track" idea). It also opens possibilities of using the narrative structure to restrict the Elemental Skills from being used at all in certain circumstances, such as low-mana areas (IIRC, there's an entire kingdom on Yrth that exists in an area where magic is weak), which could take the form of upping the opposition to all spellcasting while there or increasing the amount of stress that your spellcasting puts on the local mana supply.
Jonathan "Dataweaver" Lang
- On Sunday, February 17, 2013 06:17:09 pm PK Levine wrote:
> For those of you familiar with GURPS Banestorm, it's Yrth. The group justAlso, in case anyone's interested, I "converted" the racial templates into
> felt like Fate would fit the needs of our players right now better than
Fate Core terms -- basically, a text description with plenty of adjectives to
tag and compel, along with a few mechanics when necessary:
Obviously, our plan is to just work the race into one of your aspects. A few
races will have prerequisites in the form of minimum skills (e.g., dwarves
need Crafts at Average (+1) or better, to reflect the big skill bonus they get
in GURPS) and a very few are unbalanced enough to require a point of Refresh.
- Glad everyone seemed to like this system. If anyone wants to use it, I thought
I'd share these two PDFs that we made:
The Cheat Sheet and Spell Tracker:
(If you missed my original email and are curious, just see The Rules above.)