Magic Mechanics
So, I was musing on magic system mechanics for various roleplaying systems, and I figured I'd put this out there: Of the following, which do you prefer as a GM or as a player? Why?
1) Spells per day, typically that need to be memorized ahead and are expended when cast.
2) Spell-slot or spell-points systems, where each spell uses up a certain amount of MP or a slot that you regain when you rest. (A variation on this is spell-fatigue, where you don't get a MP limit, but casting tires your character and give you penalties to other rolls.)
3) Backlash systems (Paradox, primarily), where you have theoretically limitless magic, but risk backlash from using it/using it too much/using it in certain ways.
4) Percent-failure systems, where you again have theoretically limitless magic, but have to roll to succeed in using it and/or have a fixed percent-failure chance.
The follow-up/related question is whether you prefer free-form magic or a set spell list. And I'm not going to p[ost my opinions until I get a few responses, so as not to bias my sample.
1) Spells per day, typically that need to be memorized ahead and are expended when cast.
2) Spell-slot or spell-points systems, where each spell uses up a certain amount of MP or a slot that you regain when you rest. (A variation on this is spell-fatigue, where you don't get a MP limit, but casting tires your character and give you penalties to other rolls.)
3) Backlash systems (Paradox, primarily), where you have theoretically limitless magic, but risk backlash from using it/using it too much/using it in certain ways.
4) Percent-failure systems, where you again have theoretically limitless magic, but have to roll to succeed in using it and/or have a fixed percent-failure chance.
The follow-up/related question is whether you prefer free-form magic or a set spell list. And I'm not going to p[ost my opinions until I get a few responses, so as not to bias my sample.
no subject
I like the free-form paradox-inhibited option best, as everyone knows, but I'm content with any of the last three options. They've got advantages and disadvantages. I think the ability for a spell to fizzle on its own (not because of spell resistance, which tends to just be annoying) is very helpful for the DM, and keeps players from getting too uppity. I just hate the feeling that more creative spells might be useful, but I can only practically take the boring old workhorses because otherwise all I'll have to face the horde of monsters is a Polymorph Self.
no subject
no subject
no subject
no subject
And this is why I probably will never play anything but spontaneous casters again for D&D magic users.
no subject
-Chris
no subject
Honestly, all I want is someone with a Fort save low enough that Baleful Polymorph would work on them...
no subject
-Chris
no subject
Mage (and World of Darkness in general) pretty much requires the players to accept that their characters are going to get totally shafted from time to time, and they have to play along with that. Which makes it an ideal game to play with writers who like to tortue their characters, like Jethrien or Ivy03; or actors, who typically value story and character reaction over all else. It's a lousy game to play with people who "play to win."
no subject
no subject
I think some of this problem comes from the fact that you can base melee combat on what's "realistic", which makes judgement calls easier. Magic, not being realistic, is more subject to specific feelings about what it "should" be. Some people like high fantasy, some like dark fantasy; some thing magic should be subtle, others think it should be showy. Which doesn't solve the problem, of course, but explains it a bit.
no subject
My favorite example of this is from mage. Correspondence 2 (or is it 3) and Forces 1 will let you teleport electricity, say. This can allow you to do cute things like "fix" a short in a device (cute and useful, but not imbalancing). Or it can allow you to teleport sunlight from the other side of the globe and fry vampires at will (you can even make the light appear from your flashlight so it's coincidental). Whether or not your GM allows the second behavior has a drastic influence on the balance of the game.
-Chris
no subject
...I would never have even thought of that. Damn.
But you're quite right. I suspect the solution (or, at least, a mitigating factor) is for players in that instance to come up with a list of "sample rotes" in the level of things they'd try, and have the GM give opinions on them. Wouldn't totally solve the problem, but it would put everyone on the same page.
no subject
Plus, both the spells and the paradox are fun for me, so there's no bad.
no subject
no subject
I've grown used to (1) after many many years of D&D. It dramatically weakens wizards at lower levels because of too few spell slots carrying situationally useful spells, but starting around 7th level or so, it gives immense flexibility and customizability. A massive variety of highly detailed, specific spell effects can be a pain to cope with, but it also allows you precise control over the type of effect you want to achieve.
In other words, I find (1) a lot like computer programming :) You have to pick which libraries to load, and you have to spend a lot of time with the references, but that gives you concrete, detailed, and extremely precise power to apply. Fantasy magic tends not to be like that in fiction, however :)
no subject
It's not surprising that I'm not the greatest at picking spells. I'm a crap programmer, too.
no subject
no subject
Note, by the way, that Meri's abilities actually provide some combination of (2) and (3), thanks to Reckless Dweomer.
no subject
Next time we play WoD, play a werewolf or vampire instead of a mage. Gifts and Disciplines have much more set and defined effects than sphere magic. They're less flexible, but also less determined by GM fiat.
What it really boils down to, though, is that World of Darkness is a storytelling system, and actively encourages abandoning rules in favor of story and roleplay whenever possible. D&D puts the rules framework first, and you fit the story within it. Which you prefer is, obviously, a matter of preference.
no subject
Ex: For a given level, you have N spells per day. At the start of the day you allocate within your schools (x illusions, y evocations... z divinations, where x+y...+z=N), but otherwise cast as a sorcerer ("spells known" would be small but not limited, just expensive/hard to expand. Specialists, here, would have the ability to convert freely into their school.
no subject
no subject
I feel like there's still too much prep time involved in that, but it adds a lot more flexibility and your system remined me of it.