
Hey Matt...I know Magic of Legend will include Pete's Blood Magic options, but will it include all the cool spells from MRQI Runequest Magic? It would be nice to get all those spells into the OGL.
I'd call that the "don't bother with magic because it isn't worth it" option. No-one will take magic because it is interesting or fun, they'll just take maybe a heal spell because that's the only one that still remains worthwhile. I can't ever imagine having a separate Bladesharp skill when I could just spend those IRs on my combat skill, STR, DEX, evade, etc.Lord Kruge wrote:The "Nuclear Option" when it comes to Low-Magic Campaigns - all Common Magic and Sorcery Spells are their own skill.
Well voila, a Low-Magic CampaignPhilHibbs wrote:I'd call that the "don't bother with magic because it isn't worth it" option. No-one will take magic because it is interesting or fun, they'll just take maybe a heal spell because that's the only one that still remains worthwhile. I can't ever imagine having a separate Bladesharp skill when I could just spend those IRs on my combat skill, STR, DEX, evade, etc.Lord Kruge wrote:The "Nuclear Option" when it comes to Low-Magic Campaigns - all Common Magic and Sorcery Spells are their own skill.
OK, that works. I also like the Common Magic grimoire idea. It has occurred to me that once a player gets Common Magic up to a high level, then acquiring more and more common magic will become a strong drive. Breaking up the Common Magic skill addresses this. I don't think I'll do it though, I'm happy with a high level of magic.RangerDan wrote:Well voila, a Low-Magic Campaign.
No, I see your point, though there might be setting-specific reasons for taking magic anyways, i.e. you can only harm certain evil creatures with Disruption or a Bladesharp weapon. That way the player who invests his IRs into magic skills is rewarded by occasionally by being able to do things nobody else can.
In the Age of Treason setting, most spirits must manifest (a spirit skill) in the material world to engage in spirit combat. They do not rip their victim's soul from their body and drag it into the spirit world to fight it. Also, the person being attacked by a manifested spirit uses the better of their full Persistence or Spirit Binding skill for spirit combat. There are some very dangerous spirits with the discorporate ability, but they are rare.Mixster wrote:Spirit Magic: Only chaos spirits can discorporate unwilling people (per the normal rules).
While spirit magic buffs are good, the worst part was that you can run around with a wolf spirit, who gives you 2 wolf companions, and in combat it discorporates one of your enemies. All in all you are fighting like 3 people while everybody else is fighting like one person on an intensity 2 spirit.
Discorporating people is just too good, so I suggest limiting it to a special kind of spirit.
This is a much fairer system than the Core book system.Titus wrote:In the Age of Treason setting, most spirits must manifest (a spirit skill) in the material world to engage in spirit combat. They do not rip their victim's soul from their body and drag it into the spirit world to fight it. Also, the person being attacked by a manifested spirit uses the better of their full Persistence or Spirit Binding skill for spirit combat. There are some very dangerous spirits with the discorporate ability, but they are rare.Mixster wrote:Spirit Magic: Only chaos spirits can discorporate unwilling people (per the normal rules).
While spirit magic buffs are good, the worst part was that you can run around with a wolf spirit, who gives you 2 wolf companions, and in combat it discorporates one of your enemies. All in all you are fighting like 3 people while everybody else is fighting like one person on an intensity 2 spirit.
Discorporating people is just too good, so I suggest limiting it to a special kind of spirit.
I will probably be using these changes in my Gloranthan game which is switching to RQ/Legend rules. I have just started an Age of Treason game with another group, but we aren't far enough in to have had any spirit combats yet.
Absolutely.Mixster wrote:What's up with the notion that, "low magic = useless magic", idea?
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If you make a "magic sucks" setting, don't confuse it with low-magic.
How does doubling the cost to acquire or advance divine magic fit in with your earlier sentiment?Divine Magic: Magnitude is now 1/20% pact skill
I agree that making magic too hard to advance or difficult to learn will alienate players.RangerDan wrote:Stuff.
Ah you see now that I cleverly anticipated this question.PhilHibbs wrote:Absolutely.Mixster wrote:What's up with the notion that, "low magic = useless magic", idea?
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If you make a "magic sucks" setting, don't confuse it with low-magic.
How does doubling the cost to acquire or advance divine magic fit in with your earlier sentiment?Divine Magic: Magnitude is now 1/20% pact skill
So, if I'm lucky enough to have POW 15+, I will be able to cast Bladesharp 3 OR Heal 3 ONCE per day ? Except if I get those spells are for free, I think I would rather spend time in learning Combat Style and First Aid.sdavies2720 wrote:The simplest way to get low-magic that doesn't suck and doesn't alienate players, is to make casting expensive. If instead of one magic point cost per point of magnitude, it is 5 magic points per point of magnitude, spells will only be used only when they are most needed and heroes must rely on mundane solutions to problems most of the time.
yep, that's what I call 'low magic'. Of course, you can adjust the costs to get the balance you want. The problem with making the spells hard to find (or otherwise changing the mechanism for getting the ABILITY to cast the spells but not the actual casting mechanism) is once characters get that ability, the campaign looks much like any other. And if you prevent them from getting the ability, you're nerfing magic. I think you have to focus on the casting mechanismMugen wrote:So, if I'm lucky enough to have POW 15+, I will be able to cast Bladesharp 3 OR Heal 3 ONCE per day ? Except if I get those spells are for free, I think I would rather spend time in learning Combat Style and First Aid.
I think it cal work both places.Mugen wrote:Note that this could work for Sorcery, as it was the case in RQ3, where each level of Intensity/Range/Duration was worth 1 MP. Nevertheless, the game offered ways to get MP storages more easily than Legend does...
I just think it's a clever way to do the: Let's make magic suck so bad that no-one will use it. Then nobody will be using spells and it'll be a low magic setting!sdavies2720 wrote:The simplest way to get low-magic that doesn't suck and doesn't alienate players, is to make casting expensive. If instead of one magic point cost per point of magnitude, it is 5 magic points per point of magnitude, spells will only be used only when they are most needed and heroes must rely on mundane solutions to problems most of the time.
You'd be surprised how versatile and powerful Elric runes can be when used creatively...DamonJynx wrote:Look at the sorcery rules for Elric, rune casting and summoning. They are ideal for low-magic, swords and sorcery campaigns. Whilst they don't have same versatility or raw power as the magic systems in the core rulebooks, they can be quite useful if used creatively! The good thing is you don't have to nerf anything then. YGMV.
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