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Peter
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Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 14:27

We are now assuming that magic will be used to do damage. I don't think we can necessarily assume that. There is a fair chance that FL magic will be quirkier than fireballs and magic missiles.

You could have a spellbinder who is a competent fighter in his own right, and uses magic to bolster his fighting skills, or his endurance, or his weapons rather than using Spells as weapons in their own right. That would address your concern.

Btw really hope that there is no divine casting. To DnD for me.
Check out my BoL heroic migration period hack - Barbarians of the Dark Ages
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Harper
Posts: 143
Joined: Mon 11 Sep 2017, 20:17

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 14:41

Agree that Mana Points might not be the way to go.
I would have Magic as its own skill and let the different spells have different difficulties. So you need a number of successes to be able to cast a certain spell.
Maybe different schools of magic would require different talents to unlock the spells of that magic school?
A player who chooses the class Wizard then gets one magic school from the start. Could also unlock a second magic school from the start by using the third (free choice) talent.
This system would also allow a Fighter to choose a magic school as the third (free choice) talent and set some points in the "Magic" skill allowing for a little bit of "multi-classing".
Like :)
 
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King_Kull
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Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 15:39

I think we know to little about the magic system. Hopefully we get some news in one of the updates ;)
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9littlebees
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Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 16:01

Agree that Mana Points might not be the way to go.
I would have Magic as its own skill and let the different spells have different difficulties. So you need a number of successes to be able to cast a certain spell.
Maybe different schools of magic would require different talents to unlock the spells of that magic school?
A player who chooses the class Wizard then gets one magic school from the start. Could also unlock a second magic school from the start by using the third (free choice) talent.
This system would also allow a Fighter to choose a magic school as the third (free choice) talent and set some points in the "Magic" skill allowing for a little bit of "multi-classing".
Whilst I think this is in concept a good solution, I don't like that rolling successes on the dice might mean you still don't succeed.  It's one of the biggest criticisms of a similar system I've played (d10 dice pools, but difficulty determines the number of successes required).  Basically, if the dice turn up a success, it should mean success.

One way around this might be that rolling less than the requisite number of successes allow some smaller effect to occur (a partial success, if you will), but this feels a bit too crunchy for me.  

I'd rather the dice pool gets modified with fewer dice (my earlier suggestion), which fits in with the existing MYZ difficulty modifier mechanics and still honours a single success in the dice pool.
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
Harper
Posts: 143
Joined: Mon 11 Sep 2017, 20:17

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 19:45

I think we know to little about the magic system. Hopefully we get some news in one of the updates ;)
I'm hoping for more than one system
 
Harper
Posts: 143
Joined: Mon 11 Sep 2017, 20:17

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 19:50

Agree that Mana Points might not be the way to go.
I would have Magic as its own skill and let the different spells have different difficulties. So you need a number of successes to be able to cast a certain spell.
Maybe different schools of magic would require different talents to unlock the spells of that magic school?
A player who chooses the class Wizard then gets one magic school from the start. Could also unlock a second magic school from the start by using the third (free choice) talent.
This system would also allow a Fighter to choose a magic school as the third (free choice) talent and set some points in the "Magic" skill allowing for a little bit of "multi-classing".
Whilst I think this is in concept a good solution, I don't like that rolling successes on the dice might mean you still don't succeed.  It's one of the biggest criticisms of a similar system I've played (d10 dice pools, but difficulty determines the number of successes required).  Basically, if the dice turn up a success, it should mean success.

One way around this might be that rolling less than the requisite number of successes allow some smaller effect to occur (a partial success, if you will), but this feels a bit too crunchy for me.  

I'd rather the dice pool gets modified with fewer dice (my earlier suggestion), which fits in with the existing MYZ difficulty modifier mechanics and still honours a single success in the dice pool.
Then how about a mix of the two, you still need to roll for success, but the amount you fail by is the cost in mana you need to spend, 
 
creativehum
Posts: 54
Joined: Sat 30 Sep 2017, 17:02

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 20:00

Btw really hope that there is no divine casting. To DnD for me.
Well, we know there will be Druids. And we know there is a Raven God.
My guess (and hope) is that the the relationship between the Gods and mortals in Forbidden Lands will be more interesting than simply making Clerics spell-machines. Given the color/fiction for the setting that has been revealed so far I expect worshippers of the Gods to be in conflict and how one behaves in that conflict to impact how one does brings the magical power of the god into the world -- in one way or another. I'm kind of excited about that possibility.
My concern is that the Wizard class doesn't end up with a similar "hooks" for the world. I really love it when magic in an RPG is strange and specific to the world and really asks the Player Character to live in the world from a specific point of view.
 
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9littlebees
Posts: 608
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Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 20:08

Agree that Mana Points might not be the way to go.
I would have Magic as its own skill and let the different spells have different difficulties. So you need a number of successes to be able to cast a certain spell.
Maybe different schools of magic would require different talents to unlock the spells of that magic school?
A player who chooses the class Wizard then gets one magic school from the start. Could also unlock a second magic school from the start by using the third (free choice) talent.
This system would also allow a Fighter to choose a magic school as the third (free choice) talent and set some points in the "Magic" skill allowing for a little bit of "multi-classing".
Whilst I think this is in concept a good solution, I don't like that rolling successes on the dice might mean you still don't succeed.  It's one of the biggest criticisms of a similar system I've played (d10 dice pools, but difficulty determines the number of successes required).  Basically, if the dice turn up a success, it should mean success.

One way around this might be that rolling less than the requisite number of successes allow some smaller effect to occur (a partial success, if you will), but this feels a bit too crunchy for me.  

I'd rather the dice pool gets modified with fewer dice (my earlier suggestion), which fits in with the existing MYZ difficulty modifier mechanics and still honours a single success in the dice pool.
Then how about a mix of the two, you still need to roll for success, but the amount you fail by is the cost in mana you need to spend, 
Ah, but you're bringing the mana pool back into the equation. ;)
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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Peter
Posts: 588
Joined: Sat 09 Apr 2011, 14:52

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 20:29

Well, we know there will be Druids. And we know there is a Raven God.
My guess (and hope) is that the the relationship between the Gods and mortals in Forbidden Lands will be more interesting than simply making Clerics spell-machines. Given the color/fiction for the setting that has been revealed so far I expect worshippers of the Gods to be in conflict and how one behaves in that conflict to impact how one does brings the magical power of the god into the world -- in one way or another. I'm kind of excited about that possibility..
Yeah, I suppose it's clerics I'm wary of. Magicians drawing on divine (and demonic) entities to perform their magic, that's a different deal.
Check out my BoL heroic migration period hack - Barbarians of the Dark Ages
Kolla mitt ny-klassika BRP-derivat - Monster och Människor
 
Harper
Posts: 143
Joined: Mon 11 Sep 2017, 20:17

Re: Magic: Divine or Arcane Wisdom?

Wed 04 Oct 2017, 22:06

Whilst I think this is in concept a good solution, I don't like that rolling successes on the dice might mean you still don't succeed.  It's one of the biggest criticisms of a similar system I've played (d10 dice pools, but difficulty determines the number of successes required).  Basically, if the dice turn up a success, it should mean success.

One way around this might be that rolling less than the requisite number of successes allow some smaller effect to occur (a partial success, if you will), but this feels a bit too crunchy for me.  

I'd rather the dice pool gets modified with fewer dice (my earlier suggestion), which fits in with the existing MYZ difficulty modifier mechanics and still honours a single success in the dice pool.
Then how about a mix of the two, you still need to roll for success, but the amount you fail by is the cost in mana you need to spend, 
Ah, but you're bringing the mana pool back into the equation. ;)
Yeah, but not in the same way, it would not be a fixed amount due to skill use, so less predictable, not black and white in use

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