Coming soon - Get a detailed view of why an account is flagged as spam!
view details

This post has been de-listed

It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.

67
Is there a no-spells/more open magic system?
Post Flair (click to view more posts with a particular flair)
Post Body

I've looked through the rules for a bunch of old-school games and most magic systems rely either on learning specific spells or reading spells from scrolls. Other than knave it seems like most people use a pre-made list of spells - i.e. fireball costs 5 spell points, always does exactly 13 damage, has a range of 5 feet. Seems really restrictive when wizards in other fantasy media can often use their magic in whatever way the situation requires at the time.

What I'm looking for is a balanced system that allows players to use magic creatively in the way they can use their other skills.

For example - "I want to use my magic energy to try to convince this person" seems like a reasonable thing for a wizard to attempt, but being told "sorry you don't know that spell" and maybe that player never comes across a scroll of Jedi mind trick in the entire campaign.

I guess I basically want The Force Fantasy stuff but also including some reasonable limits/guidelines?

Comments

There are spell construction mechanisms, but they end up getting very crunchy fast.

What a number of games do, to various extents, is to design the mechanics around the outcome of an action, not on the method of the action. Examples of this include Genesys, Avatar Legends, and Wild Ones.

In Wild Ones and Genesys, you still roll a magic skill, but the difficulty and cost of the roll depends on what you're trying to do. Typically, it should cost more than it would to do the action through mundane means, so that you can't just use your magic skill for everything all the time. So, you want to use magic to float up a cliff - you take the target difficulty for climbing up the cliff, add a bit, add a stress/fatigue cost, and that's your spell. You want to persuade someone magically, it's riskier than just talking to them (outcomes might be more dramatic, difficulty TN or difficulty dice might be tougher), and costs some resource, but is doable.

The other tactic, as used by e.g. Avatar Legends, is to just be completely agnostic about the method. If you "rely on your skills and training" to achieve a goal, you make the exact same roll, whether your training is in earthbending or swordfighting. You just get to describe if you scale the cliffs with athletic leaps or magic earth powers.

Author
Account Strength
80%
Account Age
2 years
Verified Email
Yes
Verified Flair
No
Total Karma
9,897
Link Karma
69
Comment Karma
9,792
Profile updated: 5 days ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
2 months ago