![]() I'm not really sold on the idea of separate skills for each element. So casters seemed more balanced by being in the same accuracy band as most other characters, control still had some value, and there was a reason not to overchannel almost every spell. Instead, 3 extra Control reduced casting stress by 1. Our quick fix to spellcasting implemented halfway through the campaign was to make Control bonuses not count for extra damage. We had a lot of the same issues in our DF game. So rather than having a given specialty, you might have a stunt that's like: Add 2 to your fire based attack rolls while you are using your blasting rod. Those are just stunts, built like normal. Stunts can modify your damage from there (add 2 to the weapon rating of your fire based attack spells, for instance).ĭrop the specialty and focus rules. They depend on your relevant skill rating. Magic comes with damage mods, but they're reduced. Casting spells at a basic level inflicts stress like normal. A stunt will add 2 more elements, and a second stunt will bring you up to all 5. That gives you a single element/ theme to work with. Make an Evocation skill and a Thaumaturgy skill that also cost something like 2 refresh each to take. If I wanted to start with DFRPG and move toward less powerful magic, I think I'd do it like this. Even if all the other supernatural powers drop a bit in power level, it's going to be a huge hit for magic. If they take up spots in your skill structure, it basically means that anyone who does magic is probably going to be totally useless at almost everything else.Ĭombine that with the removal of weapon mods for magic and it's basically going from among your best mechanical options to among your worst. That's a huge increase in investment, even if the relevant stunts give you skill points to cover the five magical skills. Which potentially means moving from three to eight skills. A pretty serious one, especially since you'll still potentially need the original three in order to take basic non-magical actions. Moving from three to five skills represents an increase in investment. I’ve not decided how many ‘magic skill points’ Evocation and Channelling would give you, as that is an easy thing to tweak, but I’d be interested to hear feedback from people to see if there are any problems that I’ve not seen in this.įor the moment I’m going to be keeping Thaumaturgy RaW, but there is scope to expand the philosophy to it if it works out. Also I’m hoping to run lower power games in general. Magic won’t pack quite as much of a punch as it previously did, but I’d be open to people taking refinements in order to add weapon values to one of their elements. Possibly you could take additional boxes of mental stress to get a bonus on your roll. It would still take mental stress to cast. If you fail, the GM (or another sadistic player) can compel in order to make fallout happen. So instead of stating how many shifts of power you want to summon, then rolling conviction, you just assign difficulty and roll the dice, adding your relevant skill. The way I hope to do this is by giving characters who have evocation or channeling a separate list of ‘magic skills’ each relating to a traditional DF element (earth, air, fire, water and spirit), or more esoteric stuff in the case of ectomacers or similar. So, the aim is to strip the system down, divorce it from existing skills and make it more intuitive. Oh, and it seemed super easy to max your spell casting skills (Conviction & Discipline), and those skills are super useful even outside of magic. I had some problems successfully stating stuff up against it. ![]() However, it seemed overly complex in play (there was a lot of looking up at the table) and really powerful in combat, what with shifts of power being added to the damage on a successful hit, making it the de facto most powerful weapon in combat. ![]() The system was very flavourful, and simulated the way magic was done in the books. The other issue I had was with Magic, particularly Invocation. Now, the last time I ran, I made the mistake of starting with a too high refresh value, so that is one thing I should be able to give an easy fix. So instead, I’m going to run a High School Based Dresden Files game instead, which should be a much more positive experience. Ok, so my Wraith the Oblivion Game kinda petered out, which is what happens when people cajole me into running a game without any good idea where it’s going. ![]()
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