@il-volpe said in 'The Magicians' mechanics with FS3:
My thought was that the /roll/ might remain the same as your standard FS3 roll, (something like magical ability + Physical magic, for instance) but you need to have certain prerequisites to even try, unless you spend Luck to do a 'wild' effect.
With how FS3 works, it'd be Base Attribute + Action Skill for Magic Type + # Bonus (ST directed based on your Background skills), but we're talking sheets that would probably have 30+ action skills or more.
Now remember, FS3 accrues XP very slowly and people spend very slowly. I just don't think players would have a lot of fun in this method because they'd basically start at one level...... and remain there save for one or two skills, maybe. I mean, overall FS3 increases slowly and The Magicians doesn't see a huge power creep anyway, but you'd be basically negating it altogether.
You're also talking having to craft a huge list of action skills and from my work on The 8th Sea, I found this to be detrimental to a game rather than beneficial. I fought hard to trim the list of action skills we had because I found it had no benefit to have a bigger list of skills. In Alpha, it was hurting the game, the sheets, and people building characters.
From having played on and helped dev an Ares game, I honestly think the best structure is to focus on a Magic system being supplemental. If you want it to be the guiding force, FS3 is probably not the system for you.
The breakdown I think works best is:
Rebalance the core 6 attributes. Some will have to remain (Brawn/Strength for physical, but Grit, which is used when opportunity to be KO'd could be renamed Stamina and also used to represent your mental fortitude). Presence could become Aura and represent raw Magical ability while Intelligence could represent things like how Alice may not have had the raw power of Quentin, but was so fucking smart that she outdid him. Wits could be how fast a thinker you are, like Eliot.... etc.
You have to have those, because they tie into the backend of the FS3 system. If you go renaming them into the magical 'Houses' (like Physical, Natural, etc..)... You could, but you'd have to find out which ties into where, tell players which goes where, and you risk people min-maxing their sheets counter to what they're actually playing as a PC. 'I'm a Mental kid but my primary Attribute is Physical because...'
Meh! I am not gonna build a system that encourages people to play that way. NEWP.
So that's why, for me, Attributes will remain true to FS3, but named with more magic flair.
Which brings us to Action skills. Action skills will be focused on the Houses (Physical, Natural, Illusion, Knowledge, Healing, Psychic - whichever one is your highest -- and you must pick one! -- dictates where your character 'lives'), physical skills (Melee, Stealth, and so on), Welters, and any other major things 'anyone is likely to have.'
Background skills in FS3 are freeform. They're whatever you decide to pick for your character. So people would get to flesh out their PC from here. Psychic kid? You might go with Astrology, Meditation, etc. These would be where you'd pick the skills you know above and beyond the standard school teaching. Everyone knows the standard Circumstances! This shows what you've studied specially! This is where your character fucking shines. Runes. Symbology. Demonology. etc.
Then in a scene, you're casting X-spell, you can say 'Hey, ST, can I add my BG skill for Demonology to this since we're doing a summoning? I have it at Good?'
'Sure, roll Physical+2' (and the Physical skill already ties to its appropriate Attribute since that's how FS3 works).