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Eldhierta
Posts: 198
Joined: Thu 19 Feb 2015, 10:39

Re: The problem with Magic

Sat 10 Feb 2018, 21:36

Fragpuss wrote:
Eldhierta wrote:
Fragpuss wrote:
+1
For me a deterministic method of generating WP would be better (and fairer?). Ultimately, I can live with linking it to dice roll outcomes, just - but having it coupled to Misery simply doesn't sit right. It seems too much like Bruce Banner having to get the **** beaten out of him before he changes into the Hulk (but only several hours later, when he decides he wants to?).
As I've said, I'm broadly happy with what I've heard about the ebb and flow of WP from the playtests, the numbers don't seem crazy, but I think the core concept is flawed. I hope it can be looked at again - it should be possible to achieve a similar effect in a more logical way.
I'm going to come down off my soapbox now and let this rest - I've had my say and ultimately, if I can't live with the final RAW, I can just pull on my house-ruling boots and go to work.


Well, how about if you change your view on what willpower is? Instead of a stat pool it's more like a charge, kind of like static. Trauma and misery compound this charge, building it up until you release it in spectacular fashion. So the ability to cast spells or perform spectacular feats is your reward for striving for greater things and suffering in the process.

If you wanna spice it up or increase the flow of WP, add a talent that allows your players to gain WP every time they are damaged in combat, not only from pushing rolls. Might wanna limit it to those WP only being available for a short time, so they have to be expended before fizzling. Could be fun for a character that get's more dangerous and volatile the closer (s)he is to death.

I could almost buy that for magic because hey, it's magic, or for certain combat talents, but why should trauma and misery make you better at disguising yourself or pulling poisons out of your backpack? A lot of the talents just aren't 'spectacular' in the way that you're describing. 
I just think it's back-to-front - straining yourself by casting a spell or activating a talent makes sense to me, but straining yourself the day before and then casting a spell later with no consequences doesn't. By losing that immediate link, it makes the whole thing too abstract for my taste. It makes it feel a bit video-gamey, you wander around powering up and then set off your smart-bomb during the boss battle. Talent first followed by a consequence feels more natural.


I see your point. How about, as a house rule, using talent causing strain and at 10 strain you are unable to use talents or magic at all. To cure strain you may use extra successes in pushed skill rolls, maybe as a stunt limited to one use per pushed roll? Just a thought.
 
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Klas
Posts: 184
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Re: The problem with Magic

Sat 10 Feb 2018, 21:59

Although I can understand some of the negative reactions to reading the rules, in my experience as GM so far there is no problem with how WP is gained and spent. The rest looks like nitpicking to me. Sure, the system doesn't reward taking risks, it rewards taking misery. And that is, IMHO, one of its best features. My players have gotten themselves broken by this a couple of times and it has been excellent for narrative every single time. Please don't change this stuff.
 
Morgoth
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Re: The problem with Magic

Sat 10 Feb 2018, 22:03

I have a question regarding the Runemagic school; it states that the symbols can even be drawn in the air by the sorcerer, if so does this mean the spells can be used this way in combat, without needing a prebound item/chalk drawn rune (which cannot be done in combat) 
 
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Eldhierta
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Re: The problem with Magic

Sat 10 Feb 2018, 22:29

Morgoth wrote:
I have a question regarding the Runemagic school; it states that the symbols can even be drawn in the air by the sorcerer, if so does this mean the spells can be used this way in combat, without needing a prebound item/chalk drawn rune (which cannot be done in combat) 


As I understand it, yes.
 
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9littlebees
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Re: The problem with Magic

Sat 10 Feb 2018, 22:30

Klas wrote:
Although I can understand some of the negative reactions to reading the rules, in my experience as GM so far there is no problem with how WP is gained and spent. The rest looks like nitpicking to me. Sure, the system doesn't reward taking risks, it rewards taking misery. And that is, IMHO, one of its best features. My players have gotten themselves broken by this a couple of times and it has been excellent for narrative every single time. Please don't change this stuff.

+1
Working on Nordsaga, a career-focused dark Viking game, powered by the Year Zero engine: https://tinyurl.com/nordsaga-forum
 
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Eldhierta
Posts: 198
Joined: Thu 19 Feb 2015, 10:39

Re: The problem with Magic

Sat 10 Feb 2018, 22:31

Klas wrote:
Although I can understand some of the negative reactions to reading the rules, in my experience as GM so far there is no problem with how WP is gained and spent. The rest looks like nitpicking to me. Sure, the system doesn't reward taking risks, it rewards taking misery. And that is, IMHO, one of its best features. My players have gotten themselves broken by this a couple of times and it has been excellent for narrative every single time. Please don't change this stuff.


I agree with you, not advocating a change, just throwing ideas around.
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