@Cobaltasaurus said in The Descent MUX:
magic is no longer instant, all spells are extended by default and you either have to have a lot time magic to do it instant or spend reaches to get there.
One reach, and you always get one reach for free. Casting as a Rote also gives you 5 - (Spell's Max Arcana Level) extra reaches for free. So, really, I don't see any reason not to cast every spell as Instant unless there's something creatively messy going on. As reaches can also flip any spell aspect from the basic to the extended chart, I can see good reasons to give it up and take your time (especially for expanding distance or duration), but when you're jumped throwing the most basic spell you can is easy.
Also, new Rotes cost 1 xp. One XP. That's ludicrously inexpensive.
The creative difference I'm seeing between nWoD Mage 1 and 2 is the use of Yantra (oWoD's Foci) which is deeply limited by your Gnosis. Sure, it takes only one reach to turn a spell's duration from Instant to 1 Turn, but any more than that and you'll be taking die penalty on top of die penalty, and can climb only so far out of the hole. Do you want to cripple a Mage? Gag them. Take away their favorite tool. They still get their Gnosis + (Arcana) to roll and successes can directly become damage, but -- oh, yeah, that fireball can be dodged.
I could never wrap my brain around nWoD Mage, but CoD Mage is an easy chart with two main components (reach and changing the parameters) and a few minor one (enhancements, adding skill for rotes, etc.). All it takes is a GM with a mildly wicked view of the world and Mage can be a game of challenges very, very easily.
I don't see the "kill a Mage on sight" rule being necessary anymore. Trust them basically as much as you would a Vampire or Werewolf in a pack. Which, er, means not a whole lot.