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 03:54 pm (UTC)Note, by the way, that Meri's abilities actually provide some combination of (2) and (3), thanks to Reckless Dweomer.
no subject
Date: 2007-04-25 05:17 pm (UTC)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.