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[personal profile] chuckro
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.

Date: 2007-04-25 03:54 pm (UTC)
From: [identity profile] edgehopper.livejournal.com
I prefer (2), particularly the spell points version (hence my obsession with D&D Psionics lately, and my choice of Domain Spontaneity for Aetrius's last feat). It's much more fun to play a flexible character. Backlash is a neat idea, but I don't like the way it acts in a typical WoD/Mage game for the same reason Chris noted--enforcement is too much at the GM's whim. Similarly, it often feels like the effectiveness of magic is completely at the GM's whim in a Mage game (wait, he can summon a demon from the 9th circle of hell, and I can't make my bullets explode on impact?) At least with set spell lists you know what you can do.

Note, by the way, that Meri's abilities actually provide some combination of (2) and (3), thanks to Reckless Dweomer.

Date: 2007-04-25 05:17 pm (UTC)
From: [identity profile] chuckro.livejournal.com
There are actually more defined rules for how effective Mage magick is supposed to be, we just tend not to use them. There are charts and everything that determine the number of success needed, and how that translates into range, duration, damage, etc.

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.

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