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 07:48 pm (UTC)no subject
Date: 2007-04-25 08:01 pm (UTC)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
Date: 2007-04-25 09:41 pm (UTC)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
Date: 2007-04-26 06:02 pm (UTC)...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.