Magic Mechanics
Apr. 25th, 2007 09:02 amSo, 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
Date: 2007-04-25 03:44 pm (UTC)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
Date: 2007-04-25 05:08 pm (UTC)It's not surprising that I'm not the greatest at picking spells. I'm a crap programmer, too.
no subject
Date: 2007-04-25 09:24 pm (UTC)