Fallen World MUX!
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Working on a thing for the thing at that place. So excite. Many words.
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If spellcasting didn't confuse the fuck outta me, I'd be more excited. I'm still in. Just...um...gonna need some handholding. Sorry. (Not sorry)
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@Goldfish said in Fallen World MUX!:
If spellcasting didn't confuse the fuck outta me, I'd be more excited. I'm still in. Just...um...gonna need some handholding. Sorry. (Not sorry)
First you form an Imago...
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@tragedyjones said in Fallen World MUX!:
@Goldfish said in Fallen World MUX!:
If spellcasting didn't confuse the fuck outta me, I'd be more excited. I'm still in. Just...um...gonna need some handholding. Sorry. (Not sorry)
First you form an Imago...
Don't bother, by the time you get to the third step s/he'll have forgotten the first.
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That cheat sheet posted was actually helpful. Suddenly it seems basic enough. I dunno.
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@Goldfish Honestly, it's not that bad. I never played 2E, but 1E is pretty simple, once you get it.
You start with reach and potency or whatever. You spend reach. You adjust potency (which adds difficulty modifiers). You add bonuses. You cast a spell.
Done!
The real tricky part comes down to figure out what you want your spell to do, and how to accomplish it... Ok, so I want to hit 3 people and none are within range and I want it to last and I want this and I want that... Reach and difficult interact, too. You can spend reach to up the number of targets you can hit, or you can add -2 to your roll to up the number of targets.
So, I guess, in conclusion, it's pretty simple if you don't mind not having the best spells. If you want to really get crazy, and do a lot at once, it gets harder. My tip would be to learn which spells you like and just write out the basic formula (like, maybe physically, on paper, next to your computer) and have it on hand if it ever comes up.
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@skew said in Fallen World MUX!:
So, I guess, in conclusion, it's pretty simple if you don't mind not having the best spells. If you want to really get crazy, and do a lot at once, it gets harder. My tip would be to learn which spells you like and just write out the basic formula (like, maybe physically, on paper, next to your computer) and have it on hand if it ever comes up.
My tip, based on my reading of the new magic system, is to make a PC that can do most of what you want them to do without magic, and have magic be the fallback plan or what is used when you have to something spectacular.
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@Ganymede Exactly. That was my conclusion and it's made me modify my concept. And I like it. No super wizards for me.
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Oh, also! 2E has added "down and dirty" spell casting. Basically, for "minor" effects (determined by the ST) in any given arcana, you can just roll Gnosis + Arcana, with a possible modifier given by the ST, to use whatever magic. Super handy in a lot of ways!
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I have to admit: I'm very interested here. And Mage 2E is a bit easier for me to wrap my head around; the magic rules operate similarly to 1E Blood Sorcery.
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If anything 2E seems more complex to me, but this may just be because I've spent enough time cramming 1E into my head that it no longer seems quite so intimidating.
On the plus side, concept! Still needs a lot of fleshing out, though. Then again, if it didn't, it would be a "character", not a "concept."
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@Autumn said in Fallen World MUX!:
If anything 2E seems more complex to me, but this may just be because I've spent enough time cramming 1E into my head that it no longer seems quite so intimidating.
Magic has always been mind-numbing to me. It's the other 2E mechanics I like -- a lot.
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2E Magic is very simple. Choose an effect, add so many effects and dice that you're rolling at -10, add so many bonuses that you end at +5. It's a min-maxer's wet dream, but it's otherwise straightforward. Kind of.
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@Thenomain said in Fallen World MUX!:
2E Magic is very simple. Choose an effect, add so many effects and dice that you're rolling at -10, add so many bonuses that you end at +5. It's a min-maxer's wet dream, but it's otherwise straightforward. Kind of.
Also, from what I read, for rotes you can choose which skills you want to associate with a spell. So as long as you can explain how your firearms skill relates to that particular Spirit spell, you can use your maxed skill in your dice pool, not the 0 stat you ignored, even though that 0 skill would logically make more sense.
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@Warma-Sheen Werewolf did the same with rites. Much screaming. All rage. <Reno PTSD eyetic from the rants about potential twinking she was subject to for months on end>
Considering how much more powerful the mage effects generally are by comparison, my fingers are crossed this won't be a nightmare to navigate, or result in the spread of the eyetic to other innocent staffers out there.
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So what's the current game's status?
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@Arkandel Yeah, what he said!
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I'm getting better at this Mage creation thing. I kinda understand spell casting! Except rotes. I don't understand rotes.
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@Goldfish Mage is kind of like quantum mechanics. If you think you understand it, you don't understand it.
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@Goldfish said in Fallen World MUX!:
I'm getting better at this Mage creation thing. I kinda understand spell casting! Except rotes. I don't understand rotes.
Rotes are the same as Spells, with some specific changes. You pay 1experience for the Rote of a spell you can already cast. Because it's a Rote, you're casting a "codified" version of the spell--it's that same spell in a very specific way, and you do it that way every single time (thus the word "rote"). You can cast it a different way, but you wouldn't get the benefits of it being Rote, which are as follows:
- Your base Gnosis + Arcanum roll adds the Skill of the Rote to it. e.g. if your Mind rote uses Academics, you would roll Gnosis+Mind+Academics (this is potentially +5 dice, not a small bonus)--this counts against your maximum Yantra bonus;
- If your Skill (Academics in the example above) is part of the Skills favored by your Order (if you have one), then you get an additional +1 (Gnosis+Mind+Academics+1);
- You can apply as many free Reach factors as if your Arcanum were at 5 (even if it's 1);
- Your Signature Nimbus is indistinct (making it difficult to accurately pinpoint who is casting the spell);
- You do not need to spend Mana if the Arcanum is Common/Inferior (like you would for improvised spells), though all additional mana costs still apply.
Praxes, as a bonus, are like Rotes but more internal (less codified by mages in general) and provide two important benefits:
- Your roll is considered Exceptional at 3 successes, not 5;
- You do not need to spend Mana if the Arcanum is Common/Inferior (like you would for improvised spells), though all additional mana costs still apply.
Rotes and Praxis benefits do not stack; if you have the same spell as both a Rote and a Praxis, you have to choose, at the time of casting, which benefits will apply.
Does that clear it up?