I mean it might take a while, and it's tough to get them simple enough I feel like players eyes won't glaze over. But I really enjoy trying to codify all the factors I think represent a certain set of phenomena well.
@AidanB @shannonmcmaster I keep meaning to work on a flexible universal magic system, like Mage: the Ascension, but attached to an overall simpler game system.
But along the way I get distracted by the D&D and OSR systems my friends seem into, and end up working on that instead.
Recurring themes for me are:
* Make high level spells available at low levels.
* Magic is either risky, costly, or weak.
1/x
#RPG #MagicSystem #DnD #OSR #WorldOfDarness #MageTheAsecension #ChangelingTheDreaming
@AidanB @shannonmcmaster So a few systems I've come up with:
Wyrms & Warrens
* Psionics burns hit points.
* Other magic requires a proficiency check. Anything less than a natural 20 creates some form of Consequences (more the worse you roll).
https://fantasyheartbreak.blogspot.com/2015/07/wyrms-warrens-0e-players-handbook.html
2/x
Infravision
The system overall is a hack of The Black Hack. But magic works differently:
Magicians get a certain number of magic "charges" (i.e. spell points). There are two types:
* Evocation charges - Can only be used to cast spells of destruction or temporary effects, usually not lasting longer than an hour. A 15 minute rest replenishes them.
* Wreaking charges - Can be used to cast any spell. Replenish once/day after a long rest.
https://fantasyheartbreak.blogspot.com/2017/04/infravision-black-hack-hack.html
3/x
KROP: Kobold Rules of Play
The overall system was based on Arnold Kemp's GLOG rules, but increasingly modified. In the latest version only tiny traces of the original remain, but I never got around to uploading that. Only an earlier version made it online.
The magic system draws a bunch from the system I used in Wyrms&Warrens: you can cast all sorts of spells, but more difficult ones run the risk of more consequences.
https://fantasyheartbreak.blogspot.com/2020/04/skrop-standard-kobold-rules-of-play.html
4/x
Rough Magic
This is a hack for 5th Edition games. The idea is to get rid of effortless fire-and-forget casting, make magic more arduous, but st the same time make it more available to everyone.
There are a lot of options and variations. The main deal is that you spend unused hit dice. Instead of giving you hit points, the hit dice give you a brief burst of magic points you can use to cast and enhance spells.
https://drive.google.com/file/d/1G7UfotWnd-D-5XoAgXH2hRJuzgJv2wKv/view?usp=drivesdk
5/x
@AidanB @shannonmcmaster
Of these systems, I have only so far run games using:
* Wyrms&Warrens - One session. PC magic usage inconclusive.
* Infravision - A few sessions. Seemed to go okay. Players didn't use magic extensively though.
* KROP - Several months play. Magic seemed to work about as intended. But the entire game overall is pretty quirky due to the way death works, so might be tough to compare directly
6/6