And I won't argue. We have yet to learn about the basics. Just providing thoughts and ideas.Very wise!I think I will wait for more information about spellcasting and then I will make my opinion known
Cheers for responding!
And I won't argue. We have yet to learn about the basics. Just providing thoughts and ideas.Very wise!I think I will wait for more information about spellcasting and then I will make my opinion known
I was thinking on a continuation of my corruption-take on the magic system that could work well with this, setting-wise. Let's throw corruption out the window and say that if you push while casting spells and roll the equivalent of bio-hazard from MY0, you accumulate residual magical energies, kind of like fission creates radiation. So you could cast spells as much as you like, but higher levels of magic causes greater accumulation of residual energy which in turn increases the risk of magical disasters.I like this and have been thinking of a very similar approach, but I fear it might slow down play too much, requiring the extra roll. In my mind, I would prefer to roll once for the spell. If the roll fails, the misfire is determined by the existing pool somehow.
Current thinking is that the highest die in the pool determines the severity of the misfire. The severities increase with the level of the spell. So you have a misfire table with 1 through 5 as rows (highest die rolled), and the columns are spell levels. Make sense?
I like this very much! Haven't had that much experience myself with P&P RPGs, but from the games I've played, magicians seem overpowered because they didn't have these types of consequences attached. Something like a "chaos-chart" (if you will) where all that power and possibility suddenly can become an incredible danger, not only to the caster, but to the entire party or more.I was thinking on a continuation of my corruption-take on the magic system that could work well with this, setting-wise. Let's throw corruption out the window and say that if you push while casting spells and roll the equivalent of bio-hazard from MY0, you accumulate residual magical energies, kind of like fission creates radiation. So you could cast spells as much as you like, but higher levels of magic causes greater accumulation of residual energy which in turn increases the risk of magical disasters.I like this and have been thinking of a very similar approach, but I fear it might slow down play too much, requiring the extra roll. In my mind, I would prefer to roll once for the spell. If the roll fails, the misfire is determined by the existing pool somehow.
Current thinking is that the highest die in the pool determines the severity of the misfire. The severities increase with the level of the spell. So you have a misfire table with 1 through 5 as rows (highest die rolled), and the columns are spell levels. Make sense?
However, the residual magical energies don't dissipate by themselves, so pushing even small, simple spells contribute to amassing dangerous levels of unstable magic that can blow up in the casters face at any moment. The only difference is that pushing high level spells gets you to critical mass faster. Kind of like the Rot works in MY0, so everytime you gain a new point of magical residue, you have to roll for your total amount of points, where critical failures cause side effects to your spells (maybe some beneficial too? It's wild magic after all, not evil magic) or even full out vortexes of wild magic. And the different levels of spells would work similarly to the different zones of Rot i.e getting a bio-hazard on a level 1 spell nets you a single point of residual energy, while a level 3 bio-hazard nets you three points.
Getting rid of the residual energy would require the Spellbinder to slowly leech it out over time or through some kind of ritual. Maybe some sorcerers have deviced a volatile form of magic that feeds on wild magic? (Demonology, anyone?)
Dangerous enough? =D
Having magical corruption behave like Rot from MYZ is an awesome idea. Still need miscasting on bad casting rolls, though, IMHO.I was thinking on a continuation of my corruption-take on the magic system that could work well with this, setting-wise. Let's throw corruption out the window and say that if you push while casting spells and roll the equivalent of bio-hazard from MY0, you accumulate residual magical energies, kind of like fission creates radiation. So you could cast spells as much as you like, but higher levels of magic causes greater accumulation of residual energy which in turn increases the risk of magical disasters.I like this and have been thinking of a very similar approach, but I fear it might slow down play too much, requiring the extra roll. In my mind, I would prefer to roll once for the spell. If the roll fails, the misfire is determined by the existing pool somehow.
Current thinking is that the highest die in the pool determines the severity of the misfire. The severities increase with the level of the spell. So you have a misfire table with 1 through 5 as rows (highest die rolled), and the columns are spell levels. Make sense?
However, the residual magical energies don't dissipate by themselves, so pushing even small, simple spells contribute to amassing dangerous levels of unstable magic that can blow up in the casters face at any moment. The only difference is that pushing high level spells gets you to critical mass faster. Kind of like the Rot works in MY0, so everytime you gain a new point of magical residue, you have to roll for your total amount of points, where critical failures cause side effects to your spells (maybe some beneficial too? It's wild magic after all, not evil magic) or even full out vortexes of wild magic. And the different levels of spells would work similarly to the different zones of Rot i.e getting a bio-hazard on a level 1 spell nets you a single point of residual energy, while a level 3 bio-hazard nets you three points.
Getting rid of the residual energy would require the Spellbinder to slowly leech it out over time or through some kind of ritual. Maybe some sorcerers have deviced a volatile form of magic that feeds on wild magic? (Demonology, anyone?)
Dangerous enough? =D
Well, a failed spell could just fizzle. Seeing as how the system with residual energies would be quite punishing enough, I think slapping the risk of miscasting in there too could be a bit too much. Either or would be fine, but both would make being a spellbinder really punishing. I mean, you don't have "miscasting" on a warrior swinging his zweihänder, right?Having magical corruption behave like Rot from MYZ is an awesome idea. Still need miscasting on bad casting rolls, though, IMHO.I was thinking on a continuation of my corruption-take on the magic system that could work well with this, setting-wise. Let's throw corruption out the window and say that if you push while casting spells and roll the equivalent of bio-hazard from MY0, you accumulate residual magical energies, kind of like fission creates radiation. So you could cast spells as much as you like, but higher levels of magic causes greater accumulation of residual energy which in turn increases the risk of magical disasters.I like this and have been thinking of a very similar approach, but I fear it might slow down play too much, requiring the extra roll. In my mind, I would prefer to roll once for the spell. If the roll fails, the misfire is determined by the existing pool somehow.
Current thinking is that the highest die in the pool determines the severity of the misfire. The severities increase with the level of the spell. So you have a misfire table with 1 through 5 as rows (highest die rolled), and the columns are spell levels. Make sense?
However, the residual magical energies don't dissipate by themselves, so pushing even small, simple spells contribute to amassing dangerous levels of unstable magic that can blow up in the casters face at any moment. The only difference is that pushing high level spells gets you to critical mass faster. Kind of like the Rot works in MY0, so everytime you gain a new point of magical residue, you have to roll for your total amount of points, where critical failures cause side effects to your spells (maybe some beneficial too? It's wild magic after all, not evil magic) or even full out vortexes of wild magic. And the different levels of spells would work similarly to the different zones of Rot i.e getting a bio-hazard on a level 1 spell nets you a single point of residual energy, while a level 3 bio-hazard nets you three points.
Getting rid of the residual energy would require the Spellbinder to slowly leech it out over time or through some kind of ritual. Maybe some sorcerers have deviced a volatile form of magic that feeds on wild magic? (Demonology, anyone?)
Dangerous enough? =D
I kind of read your earlier post as the residual energies being more like a sort of corruption building up in the caster, which would eventually manifest in weird ways (like in WFRP). So that would be different to miscasting.Well, a failed spell could just fizzle. Seeing as how the system with residual energies would be quite punishing enough, I think slapping the risk of miscasting in there too could be a bit too much. Either or would be fine, but both would make being a spellbinder really punishing. I mean, you don't have "miscasting" on a warrior swinging his zweihänder, right?Having magical corruption behave like Rot from MYZ is an awesome idea. Still need miscasting on bad casting rolls, though, IMHO.
I was thinking on a continuation of my corruption-take on the magic system that could work well with this, setting-wise. Let's throw corruption out the window and say that if you push while casting spells and roll the equivalent of bio-hazard from MY0, you accumulate residual magical energies, kind of like fission creates radiation. So you could cast spells as much as you like, but higher levels of magic causes greater accumulation of residual energy which in turn increases the risk of magical disasters.
However, the residual magical energies don't dissipate by themselves, so pushing even small, simple spells contribute to amassing dangerous levels of unstable magic that can blow up in the casters face at any moment. The only difference is that pushing high level spells gets you to critical mass faster. Kind of like the Rot works in MY0, so everytime you gain a new point of magical residue, you have to roll for your total amount of points, where critical failures cause side effects to your spells (maybe some beneficial too? It's wild magic after all, not evil magic) or even full out vortexes of wild magic. And the different levels of spells would work similarly to the different zones of Rot i.e getting a bio-hazard on a level 1 spell nets you a single point of residual energy, while a level 3 bio-hazard nets you three points.
Getting rid of the residual energy would require the Spellbinder to slowly leech it out over time or through some kind of ritual. Maybe some sorcerers have deviced a volatile form of magic that feeds on wild magic? (Demonology, anyone?)
Dangerous enough? =D
I see =D Yeah, that was my original thought with the corruption concept but I felt that the cosmetic dangers of wielding unspeakable powers didn't really have to be set in stone, it felt more like a personal house rule choice type if thing.I kind of read your earlier post as the residual energies being more like a sort of corruption building up in the caster, which would eventually manifest in weird ways (like in WFRP). So that would be different to miscasting.Well, a failed spell could just fizzle. Seeing as how the system with residual energies would be quite punishing enough, I think slapping the risk of miscasting in there too could be a bit too much. Either or would be fine, but both would make being a spellbinder really punishing. I mean, you don't have "miscasting" on a warrior swinging his zweihänder, right?
Having magical corruption behave like Rot from MYZ is an awesome idea. Still need miscasting on bad casting rolls, though, IMHO.
My earlier suggestion would mean failing a spell casting could have bad immediate consequences related to the spell itself, assuming the dice pool was low enough (in reality, most of the time the spell would just fizzle on a failed roll - it would only seriously miscast on a particularly bad roll). What I'm calling "magical corruption" would be a more gradual progression, like Rot, maybe leading to weird mutations (tentacles, a mouth opening somewhere on the body, always weeping sore, etc). I feel there could be room for both.
But then, I really, really love WFRP and will be using Forbidden Lands to create something similar once the game is released.
And magic users should have the potential to be punished more than warriors, definitely. They're dealing with dangerous and wild magic, after all. Let the magic users have access to great power, but also great risk.
Yeah, that's a good point. Dabbling with that power should corrupt, but something more fitting with the setting would definitely be good, although I still feel it should be handled with physical manifestations from the get-go.Would be interesting to know how corruptive magic is in the Forbidden Lands. I love Warhammer but I hope that it has nothing to do with mutations. That is so Warhammeresque. I see corruption in this game more like the Dark Side in Star Wars. At first your mind and personality changes. And if you accumulate too much corruption you physique will betray you inner corruption. But no tentacles, wheels as legs and the other enjoyable things from Warhammer