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- Newsgroups: rec.games.design
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!howland.reston.ans.net!usc!rpi!usenet
- From: soss@unix.cie.rpi.edu (Steven Soss)
- Subject: FUDGE: magic
- Message-ID: <m3r2bx=@rpi.edu>
- Nntp-Posting-Host: unix.cie.rpi.edu
- Organization: CIE, Rensselaer Polytechnic Institute, Troy, NY
- Distribution: na
- Date: Mon, 21 Dec 1992 15:36:53 GMT
- Lines: 60
-
- Well, I was thinking of all the magic discussions bouncing around and
- thought that maybe a system that I was using in a homebrew might fit
- the bill. So, to jump right in...
-
- Define three magic attributes (skills?) called Power, Control, and Accuracy.
- These would be rated on the scale of Terrible to Superb.
-
- POWER: this skill is defined as the ability of the caster to
- draw upon the essence in which to power his spell. A mage with a
- superb power could summon dragons, create castles, raise entire
- cities. A poor power mage might have difficulty in levitating a
- briefcase.
- CONTROL: this is the ability to cast the spell that you wanted
- to cast. Mastery of this skill is what makes the magic fickle or not.
- A high power mage with low control might cast a spell to create a
- castle and summon a dragon instead. Or cast a fireball spell and
- instead just turn the victims clothes red.
- ACCURACY: the ability to pinpoint the target of the spell.
- While a bit more nebulous than the other two skills, this is used more
- when trying to pick out a unique target. Superb accuracy might allow
- a mage to pluck off the nosehairs of a nearby orc. On the other hand,
- a poor accuracy might cause a rain spell to act in the next town (or
- even on the next day).
-
- Now with these overlying skills, almost any type of mage is possible.
- You can set CONTROL to a maximum of fair to allow all magic to have
- some fickleness associated with it. Or with high CONTROL, one will
- get the more Merlin type mage who is assured of his spell working.
- POWER is the difference between the genie in Alladin, or a typical
- village witch.
-
- When casting a spell, you can determine sucess in two ways. The GM
- assigns a task difficulty for each area of the spell (control, power,
- and accuracy), and the caster rolls against his skills. So
- to pluck out our unfortunate orc's nosehairs, the GM might rule that
- it is a poor power, fair control, great accuracy spell. The caster
- could either roll one time and use the results for each of his skills,
- or roll each seperately. The second way is that the GM could assign
- an overall difficulty task and each skill must match that overall
- difficulty to cast successfully.
-
- Failures to cast a spell can be handled in the way that the current
- FUDGE system works - a draining of some magic battery or something.
-
- Just to ramble on a bit more, I suggest the following as modifiers to
- the above skills: any ritual or ceremony will add a bonus to the
- POWER of a spell cast (this can allow for ordinary mages to cast some
- extraordinary spells); by uttering the spell as a poem will add a
- bonus to the CONTROL of a spell (as the magic is being focused), while
- hastening a spell could add a penalty; having material components may
- increase the ACCURACY (a voodoo doll can do wonders here)
-
- While this system does not address the issue of forcing a caster to
- cast varied spells (which I don't think is very necessary to begin
- with - here comes Joe the Mage, watch out, he always uses a fireball -
- should be a big enough deterrent), it does allow for a system to be
- tailored as to how powerful and controlled magic can be. So what do
- you all think?
-
- -Steve
-