home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: rec.games.design
- Path: sparky!uunet!noc.near.net!oz.plymouth.edu!sos
- From: sos@oz.plymouth.edu (Steffan O'Sullivan)
- Subject: Re: FUDGE: magic
- Message-ID: <1992Dec23.232156.29853@oz.plymouth.edu>
- Organization: Plymouth State College - Plymouth, NH.
- References: <m3r2bx=@rpi.edu>
- Distribution: na
- Date: Wed, 23 Dec 92 23:21:56 GMT
- Lines: 87
-
- soss@unix.cie.rpi.edu (Steven Soss) writes:
-
- >Define three magic attributes (skills?) called Power, Control, and Accuracy.
-
- I would call Power a gift that could be bought in levels: first level
- gets you Terrible, second level costs another supernormal power and
- gets you Poor, etc. Control and Accuracy sound like n-e skills, to
- me.
-
- >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).
-
- I like this idea very much, though I think you bend it too much trying
- to fit it into my FUDGE Magic system, which isn't necessary at all, you
- know. Let it be its own system.
-
- That said, I would change the terminology and some of the mechanics you
- propose: POWER is fine, but Control & Accuracy sound too much alike.
- If I were to use a system like this (and it seems very nice), I would
- probably introduce a radical terminology change, and call Warp and Weft
- for what you call Control and Accuracy. I would call the whole process
- Spellweaving.
-
- Power would define the "size" of spell you could weave. Warp is the
- weaver's word for the threads that run directly away from you: the
- framework that the Weft (sometimes called Woof) is woven into and on.
-
- So Power would strictly determine potency of spell available to be cast
- (and could be augmented at some severe cost), Warp would be a skill
- that determined the general shape and focus of the spell, and Weft
- would be a skill that determined the final pattern of the spell (how
- precisely fine-tuned you can make it)..
-
- >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.
-
- I don't think that would work well with this system - better to forget
- my personal gripes and develop and beautiful system that works for
- you!
-
- >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.
-
- I wouldn't think you'd have to roll for POWER if the spell is equal to
- or less than your Power - just if you're trying to create a spell
- ordinarily beyond your Power level. I would just roll for the Warp and
- Weft. A poor Warp roll means the basic nature of the spell is off,
- while a successful Warp roll but poor Weft roll means you got the right
- kind of spell, but either too weak, or off target, or even too strong -
- just off somehow.
-
- >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.
-
- I would think that only crit failure would do that - again, don't try
- to cram FUDGE Magic into your own system - it has its own penalties for
- spell failure built into it - see my previous paragraph! Don't sell
- yourself short!
-
- >So what do
- >you all think?
-
- I like it a lot! I may write it up concisely and add it to the
- Addenda, ignoring all the matchups with my earlier system. Would you
- mind if I changed Control and Accuracy to Warp and Weft, or do these
- terms leave you cold?
-
- --
- - Steffan O'Sullivan sos@oz.plymouth.edu
-