Someone make a damn CofD/Storytelling 2 game worth playing, kthx
-
@Coin said:
Honestly, I know it doesn't seem like it because it feels very simple, but that's actually too complicated in my opinion for what you're trying to accomplish. It just... adds a step too many. IMO.
I don't think it's too complicated.
On the one hand, you implicitly suggested that the free-throwing of fireballs may be contrary to the low-magic feel I wanted to accomplish. On the other hand, you're saying it's too complex for a player to count up the 1s in a roll and apply it as bashing damage if a WP is not spent for attribute-affinity Rotes.
I don't think that the latter is too complicated, but you're also right on the first point. I'm just trying to find a middle-ground, if possible.
The second option seems pretty familiar to the fantasy world. Mages that cast a lot of magic get tired, and sometimes fall over with fatigue. Whereas M:tAw requires the expenditure of Mana to constantly unleash Rotes, I don't see why requiring the expenditure of 1 bashing damage is an unacceptable alternative to Mana-spending.
So, I don't think it's too complex, but, again, the system is mostly in development. I get the feeling, however, that whether you count up the 1s or whether a Mana cost Is converted to a 1B cost isn't going to make or break whether you, as a player, would play on the game.
-
@Ganymede said:
@Coin said:
Honestly, I know it doesn't seem like it because it feels very simple, but that's actually too complicated in my opinion for what you're trying to accomplish. It just... adds a step too many. IMO.
I don't think it's too complicated.
On the one hand, you implicitly suggested that the free-throwing of fireballs may be contrary to the low-magic feel I wanted to accomplish. On the other hand, you're saying it's too complex for a player to count up the 1s in a roll and apply it as bashing damage if a WP is not spent for attribute-affinity Rotes.
I don't think that the latter is too complicated, but you're also right on the first point. I'm just trying to find a middle-ground, if possible.
The second option seems pretty familiar to the fantasy world. Mages that cast a lot of magic get tired, and sometimes fall over with fatigue. Whereas M:tAw requires the expenditure of Mana to constantly unleash Rotes, I don't see why requiring the expenditure of 1 bashing damage is an unacceptable alternative to Mana-spending.
So, I don't think it's too complex, but, again, the system is mostly in development. I get the feeling, however, that whether you count up the 1s or whether a Mana cost Is converted to a 1B cost isn't going to make or break whether you, as a player, would play on the game.
Was the plan to use other "spheres" (vampire/werewolf/ect)?
-
-
@Ganymede said:
@ThatOneDude said:
Was the plan to use other "spheres" (vampire/werewolf/ect)?
No.
Why not just do magic like they did in the Second Sight book but slightly changed where needed for the new ruleset. It sounds like its what you're looking for...
-
@ThatOneDude said:
Why not just do magic like they did in the Second Sight book but slightly changed where needed for the new ruleset. It sounds like its what you're looking for...
Because that system is not open-ended, and requires conversion into CoD. If I'm going to do converting, I might as well use the mechanics provided in M:tAw.
-
@Ganymede said:
@ThatOneDude said:
Why not just do magic like they did in the Second Sight book but slightly changed where needed for the new ruleset. It sounds like its what you're looking for...
Because that system is not open-ended, and requires conversion into CoD. If I'm going to do converting, I might as well use the mechanics provided in M:tAw.
Oh, from the back and forth it seemed like you didn't want to use Mage but something more "mage light".
-
@ThatOneDude said:
Oh, from the back and forth it seemed like you didn't want to use Mage but something more "mage light".
If I was not clear, I meant "deconstructed" Mage.
Mage, to me, is an ideal magic system for a high-magic fantasy game, once you pull out the Paradox mechanic. Because I want a low-magic game -- which, in my mind, is more akin to settings such as The Witcher or Dragon Age -- I needed to modify Mage to restrict its potency while retaining what I like about it: it's flexibility. In my mind, the solution is to create a system where magic is delivered primarily by rote, and where improvisational magic is extremely limited.
To paraphrase: I want a system that has the freedom that Mage's system provides, but is not as potent relative to other options in a game.
In what I'm trying to cobble together -- with aficionados like Sammi and Coin in mind -- is something where the grandiose powers are rare but possible, and "traditional" magic like lightning bolts and fireballs are "favored" in the sense that anyone can easily start out with them without needing to "level-up" considerably.
I hope that makes sense. It makes sense to me, but I recognize that I'm not the best communicator.
-
As long as I can cast the Extended Necromatic Geas from the Ironwood setting ...