Aug 11, 2021, 2:58 PM

@lilli said in Birmingham: The Entangled City (BhamMu*):

Somebody is going to be making the spells. Just a matter of whom.

I guess the easiest way is to just say that here are the prereqs for being able to cast that spell with a modicum of normal success, and let the player determine if they want to give it a go or not. As their 'power' or 'skill' is the actual determinant, not the spell itself.
i.e. Anyone can look up the spell in the library, database, ask-a-wiz-network, etc.

For Example. Create Volcano. Fire/Earth. TN: 6 successes. Let's say you need 4,5,6 on a six sided die to create a success.
Anyone with Fire/Earth can try. But it's still going to be a weak volcano if a Fire 1 wizard manages to accomplish it... You'd need popcorn dice of some sort for a Fire 1 to have a chance.

Or you can set a TN with a total to beat, and a create a system that has both skill and power. ie <skill>D<power>. This tends to make skill the more prominent for getting it done, but power the possibility for doing greater things.

Anyways, off the original post. No two people, well, even the same person, will run the same adventure with the same TN levels every time. It's why pre-made characters and modules are used in tournaments? So it is with spell approvals, as well.

My concern would be more with the non-mages. What do they get? Or maybe worded how much more is a mage spending to get this ability to do or research anything? Especially if there is any kind of PvP allowed.

In closing, it won't matter. Your game, your concept. It's your baby. You'll attract the people who like it, and etc.

I feel like you didn't take a real look at the website. The type of dice roll and system is pretty clear (and does not at all conform to anything you exemplified) and it seems pretty clear that there aren't non-Mage PCs.