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How hard it is to make a rules system for magic
Comments
Actually, scratch the "can't heal wounds" part. Clerics are cool.
Success in art comes from being really skilled, having something new and interesting to say (possessing a different mindset), bringing a new perspective on things (being "original"), or being supported by lots and lots of other skilled folks.
Nobody's just "talented". That's the thing; by applying the same sort of logic to magic that you do to art, you circumvent magic just being something that people do and make it something wild, exciting, and unpredictable.
I doubt it was all that common, but at the time it probably wouldn't have cost more than a tier 1 Standard deck does these days.
I had an idea.
So...instead of passively absorbing magic from the air when not casting a spell, mages would draw magic in preparation for casting a spell. After casting a spell, a mage's mana meter would increase instead of decrease.
Casting too many spells would cause the mana meter to be filled up, resulting in the mage being unable to cast at all. Depending on the spell and/or rate of spells fired per second, it could even lead to a backfire, leading to various unpleasant magical effects. (I'll have to work that one out.) Attempting to cast a spell that would fill up your mana bar too much would simply...fail.
Spells themselves require mental rituals to channel focus with. The more powerful a spell, the more numerous a ritual involved would be. A simple fireball spell would likely only require one momentary ritual: however, more complex spells would require more (and more complex) rituals.
Emotions would also influence magic. Anger, for example, would make magic stronger but also more destructive. The more intense an emotion, the more powerful the effect.
So guys, what do you think? It needs a little polishing, but I worked with the tools given to me.
Uh. Notes from my magic system:
:v
That is uncanny.
I was thinking more "Shooting in ME1, but instead of the gun overheating it explodes and turns Shepard into a toad." Your line of thought seems to be thinking of magic as similar to physical activity.
How about just getting rid of creation and/or transmutation magic?
Even Conjure Non-Pineapple Pizza? No way, Jose.
Nah, mine is more "Magic is actively bad for you, and the more you use it the worse it gets".
First-stage magic is like physical activity, up to mana exhaustion. Pushing yourself beyond that is deadly and can and will kill you.
Hm.
There. No more detrimental effects!
I am of the opinion that the detrimental effects worked better. It became a system of risk versus reward- are the detrimental effects worth the spell you're going to cast?
I thought you were upset because I seemed to be ripping off you.
No, I just brought it up because they were pretty similar and I thought that was interesting.
Well, as for magical effects...
If it's a minor spell that goes awry, I guess it could be something minor, like being burned or blinded for a few minutes. If it's a really big spell, like Mini Nuke, it could be something like "your head and everyone else within a 20-mile radius' head explodes: everyone else gets a small save to live but you automatically fail and die instantaneously".
I don't think either of those are 'minor', especially in gameplay terms.
I'm talking minor 1st degree burns on the palms of your hands.
Enough to stop you holding your weapons. Not that a mage needs a weapon, except if they're at that point they do. :V
A few minutes of blindness is practically a death sentence in combat.
Fine, a few seconds of minor myopia.
Or, I dunno, directly losing out on HP. Being blinded for 1d4 rounds. Somethin'.
Don't forget that in order to incur the penalty, a mage has already had to render themselves unable to cast spells. Hampering them too much further from there is likely a death sentence in combat.
Well here's a list of possible main quests I have:
Detrimental effects that can become useful if a clever player gets hit with them are infinitely more fun
I'm having a few similar problems with my RP's system. I wanted to make this RP with the idea in mind that I could create an interesting economic system based around the trading and selling of souls, and the power it brings.
So we started playing today.
They are currently in the village of Nematode. It is night-time. The magic knight went to investigate separately, while the Barb and Thief Guy were assaulted by a monster. Magic Knight dug up a rumor about a reward for a monster that killed and ate the daughter of a rich family a few weeks ago.
Currently Barb and Thief Guy are recuperating from the assault in the tavern. Ninja Guy is looking after them, and Magic Knight is digging for more info.
I dunno where to go with this. Suggestions?
You know, you should really come up with an outline first.
I have a vague outline of what's going to happen.
After finishing this quest, they obtain evidence of something else going on and take a ship. Unfortunately, the ship is assaulted by pirates. The pirates take a prominent individual hostage, and the protagonists have to Die Hard it out. After defeating the pirates, they go to this really big merchant city where they're given a myriad of major quest options.