Moderator: GMSarli
However, if there were a way to "prepare" ritual effects for later use (for example, scribe to a scroll, and just a standard action later, the ritual goes off when you need it), that would let environment-altering/battlefield manipulation effects be used in combat.
JaredGaume wrote:I was musing that an e20 "magic" system could be talent based.
You have these magical talents that cover a lot of basic functions, like pushing, shooting out flames or lightning, or other "classic" depictions of magical power. There wouldn't have to be very many talents to cover the broad scope of these things. Essentially innate magical talent and ability, seperate from "book learning".
You could then have book magic, incantations and rituals the character can perform.
Incantations are spells you prepare, and use basic magical talents to complete and cast at a later time. Even enchant magical items.
Rituals are spells that take a good deal of time (and money) to set up and perform, but give you access to powerful effects and benefits. Some of them permenant, like say Enhancements (see the other thread).
You could include a basic framework in the core book, and in theory it shouldn't be overwhelming.
babs wrote:I would really like it if e20 would not get a 'Ye Olde Magic Shop'. I always had problems with the abundance of magic items in D&D. I think Magic Items should be quite personal and not be easily sold on the open market. That would also leave the verisimilitude of the world much easier to describe.
Babs out!
Felix Le Rouzes wrote:If I remember correctly, in the "Post your Houserules" thread there was a post about the scalibility of the hit point reserves which was being discussed at the time. Would it be possible to implement something similar for magic items? Meaning, could the system be made to work with lots or few magic items, depending on the GM's preference?
JaredGaume wrote:That is why I think a talent driven magic or powers system can remain balanced with other styles of play.
Yeah, past d20 itterations basically had one or two classes or class tiers that got all the goodies. Everyone else was just there for flavor. Something we should try and avoid.
Stacie_GmrGrl wrote:Having "magic" neutral is the way to go. This way, its not tied to any single class, and yet if somebody taps into using magic, then that's their choice to give up something from their class for more versatility with power.
Stacie_GmrGrl wrote:JaredGaume wrote:That is why I think a talent driven magic or powers system can remain balanced with other styles of play.
Yeah, past d20 itterations basically had one or two classes or class tiers that got all the goodies. Everyone else was just there for flavor. Something we should try and avoid.
Having "magic" neutral is the way to go. This way, its not tied to any single class, and yet if somebody taps into using magic, then that's their choice to give up something from their class for more versatility with power.
Is something like this what your thinking Jared? let's say we have a Tree called Magic Missle (totally hypothetical here)
So, somebody took the Heritage Feat, then took the Core Magic Talent, then took Magic Missle as a Talent Tree.
Magic Missle - In its base form, this spell produces a missle of magical force that strikes at a range of 50 feet, doing 1d4 damage (base damage 2).
Increased Range - require: Magic Missle.
This Talent allows the caster to increase the range of the missle by 50 feet, and increases the damage by one die step (bd +1). This can be taken more than once, each time increasing the range 50 feet, to a maximum of 250 feet.
Increased Missles - require: Magic Missle.
This Talent allows the caster to cast one more missle, up to two different targets, no more than 50 feet apart from each other, and increases the damage by one die step (bd +1). This can be taken more than once, each time gaining another missle attack. Maximum of five missles.
Area Blast - require: Magic Missle, one other Magic Missle talent.
Your skills with Magic Missle are increasing, and you can now modify your growing mastery over the energy to release the force of your magic in an area blast instead of a missle. Target a spot up to 50 feet away, everybody in a 10 foot radius (or twenty feet radius) is attacked as from the center spot arcane missles of force shoot out in all directions. Increase the damage by one die step (bd +1).
Mind you, these are just examples. I put in the growing effect of increasing the damage scale with the spell for each talent in the tree chosen because, to me, it represents a growing master of the spell, increasing the amount of damage the character does with the spell as he gains levels. I put in Base Damage after reading Gary's latest thread on changing how damage works.
Is this one viable way of doing spells as talent trees? Like, is this sommething along the lines of what your thinking of Jared? And of course this wouldn't be everything in the tree.
JaredGaume wrote: I was thinking terms of broader trees, but yeah, you have the idea.
For example (not necissarily advocating this):
You have say 5 Magic Powers (core talent): Air, Earth, Fire, Water, and Void (or spirit).
Each power has a basic use, and then a "tree" of additional power uses. If you specialize in one power set you have some pretty amazing magical talents that you can unleash pretty much at will.
You then have "spells" or incantations that you can learn. You prepare these incantations and trigger them through use of an associated power. These may completely substitute the prepared incantation for the regular talent use, or it may "add" something to the power use. The power of your incantations is determined by level and branch of power that is needed to activate. Rituals follow a similar pattern of usage as incantations.
So something like magic missile might work like this:
Magic Power (core talent): Fire - Produce a fan of flames in a 90-degree arc out to 15 feet, attack target Reflex defense, deal 1d6 base fire damage, flamable materials catch fire and take ongoing fire 2 damage.
Fire talent tree: Fire Burst (minor), Fire Ball (minor), Fire Storm (major).
Magic Missile (incantation level 1, enhancement): Preparation 5 minutes, activation Fire (magic power core talent). Produce a magical bolt of energy to attack your target, attack target Reflex defense, deal 1d8 base energy damage, range 300 feet. You may improve magic missile by changing the activation talent:
Burst Missile (minor) - activation = Fire Burst, produce up to 2 + enhancement bonus magic missiles, you may use each of these to attack a seperate enemy within range, any extra magic missiles are wasted;
Power Missile (minor) - activation = Fire Ball, produce 1 powerful magic missile, it does Xd12 damage to one enemy within range, where X is equal to 1 or enhancement bonus (whichever is greater);
Missile Storm (major) - activation = Fire Storm, attack every enemy within range with a number of magic missiles, the number of magic missiles you hit each target with is equal to 2 or enhancement bonus (whichever is greater).
You may use this incantation to enchant a wand, you may place one incantation on a single wand. When used, the wand expends the incantation placed on it. Anyone may use a wand.
Enhancement bonus: +0 at level 1, +1 at level 3, +2 at level 7, +3 at level 11, +4 at level 15, +5 at level 19.
Wonderous Wand (ritual, enhancement): preparation varies, activation by incantation. With this ritual create a wand that can permenantly cast the incantation placed on it.
Cost: (varies by incantation level and enhancement bonus)
Time: (varies by incantation level and enhacement bonus)
Ritual DC: (varies by incantation level and enhancement bonus)
Power: This wand casts the incantation placed on it, usage is limited by incantation and activation power. A core power incantation may be used as a standard action, minor power incantations recharge after 1 minute, major power incantations recharge after 1 hour. Anyone may use a wand.
This way we can keep the magical talents within a manageable range (a single but fairly brief talent tree). We can control the "spell" population as a grouping of enhancements. This would allow us to produce a core "spell book" for the module with a basic selection of "spells". And expand this with any potential supplement without also having to expand the talent tree. "Sorceror" types could just stick with the magic powers, and maybe use a couple of rituals to amp up their power level. "Wizard" types might go for a more basic "enabling" set of talents and really branch out with a broad selection of incantations.
Just a thought.
Stacie_GmrGrl wrote:Having "magic" neutral is the way to go. This way, its not tied to any single class, and yet if somebody taps into using magic, then that's their choice to give up something from their class for more versatility with power.
Is something like this what your thinking Jared? let's say we have a Tree called Magic Missle (totally hypothetical here)
So, somebody took the Heritage Feat, then took the Core Magic Talent, then took Magic Missle as a Talent Tree.
Magic Missle - In its base form, this spell produces a missle of magical force that strikes at a range of 50 feet, doing 1d4 damage (base damage 2).
Increased Range - require: Magic Missle.
This Talent allows the caster to increase the range of the missle by 50 feet, and increases the damage by one die step (bd +1). This can be taken more than once, each time increasing the range 50 feet, to a maximum of 250 feet.
Increased Missles - require: Magic Missle.
This Talent allows the caster to cast one more missle, up to two different targets, no more than 50 feet apart from each other, and increases the damage by one die step (bd +1). This can be taken more than once, each time gaining another missle attack. Maximum of five missles.
Area Blast - require: Magic Missle, one other Magic Missle talent.
Your skills with Magic Missle are increasing, and you can now modify your growing mastery over the energy to release the force of your magic in an area blast instead of a missle. Target a spot up to 50 feet away, everybody in a 10 foot radius (or twenty feet radius) is attacked as from the center spot arcane missles of force shoot out in all directions. Increase the damage by one die step (bd +1).
Mind you, these are just examples. I put in the growing effect of increasing the damage scale with the spell for each talent in the tree chosen because, to me, it represents a growing master of the spell, increasing the amount of damage the character does with the spell as he gains levels. I put in Base Damage after reading Gary's latest thread on changing how damage works.
Is this one viable way of doing spells as talent trees? Like, is this sommething along the lines of what your thinking of Jared? And of course this wouldn't be everything in the tree.
Kaldaen wrote:I like what you've done here with Magic Missile -- one talent gives you the basic ability, and subsequent talent choices will supplement or alter its effects.
What if we combined that with how GMSarli described talents and feats -- that talents are "active" abilities and feats represent "passive" adjustments to talents or other character aspects. You'd still take a talent to gain the Magic Missile spell, possibly from a talent tree representing Force Damage spells, and the additional effects -- increased range, dual missiles, area blast -- would come from feats designed to enhance the effects of Magic Missile. This way, a Wizard-style character can broaden his repertoire by having more talents available for individual spells, and still be able to choose options that show a specialization in one type of spell over the others.
Stacie_GmrGrl wrote:Increased Range - require: Magic Missle [sic].
This Talent allows the caster to increase the range of the missle by 50 feet, and increases the damage by one die step (bd +1). This can be taken more than once, each time increasing the range 50 feet, to a maximum of 250 feet.
spaceLem wrote:Stacie_GmrGrl wrote:Increased Range - require: Magic Missle [sic].
This Talent allows the caster to increase the range of the missle by 50 feet, and increases the damage by one die step (bd +1). This can be taken more than once, each time increasing the range 50 feet, to a maximum of 250 feet.
A quick note here: linear increases of distance are a poor choice, since if you can already shoot out to 100 feet, there is little point in increasing it by 50% to 150', and even less by increasing 200' to 250' (only a 25% increase), and note that your chances of needing to fire that far decrease rapidly. Exponential increase is a much better choice.
How about you make the simple missile fire 30', then each increase doubles the range, i.e. 30', 60', 120', 240', 480', 960'. Note how an increase remains useful at higher levels. The same sort of thing applies to something like scrying.
The initial step could be reduced to 20', if you wanted to make a basic magic missile a fairly close range attack. Also values could be rounded, so the last 3 might be 250', 500', 1000'.
Stacie_GmrGrl wrote:I was thinking of a lower power scale, but as long as we don't get to cosmic numbers, like having a magic missle that can hit from miles away, i'm good with just about anything :)
Elsidar wrote:The problem with modular spells like this is that they're too easy to abuse and too easy to make really crappy spells.
Especially if "disadvantages" are built in, players will try to cram as much power as they can reasonably fit into a single spell, depending on the circumstances. That'll lead to players trying to tweak the parameters of the spell on the fly, which, while might sound like a good idea in theory, slows the game down when the player decides to do so on his turn. An egg timer won't solve that problem.
Further, judging by the example, this system will be including options that are never used. To name but one, casting time; 2 full-round actions? Really? Nobody is going to sit around and do nothing for two whole turns while the enemies beat the tar out of him so he can toss a fireball off at the end of the round. If there's an option to spend more than a single Standard Action on casting a spell in the middle of combat, it will be summarily ignored.
We should keep the spell/power/mutation development solely in the writer's court, and not let players try to min-max every action of each turn. Non-magical characters won't have that level of customization from round to round, so it's not fair for the ones who haven't taken any magical talents.
Stacie_GmrGrl wrote:That was, you know, just an example...and not really meant to be taken literally...of course we'd modify it so it would be easier for us and not as cumbersome. And that was the baseline for all those spells, except Evoke and Heal spells, which did confuse me why they even put that in the game.
Different settings would work different ways and that's where campaign elements would come into play. We have this base system where powers are built, then we can have some prebuilt examples, and give them the tools to build their own. I don't want to have this be a powers-list type of game where the players can only pick from the powers we create. We need to give them the tools to build their own powers, whatever system we end up coming up with.
Give them the tools, let them run with it. Give GMs the advice on how the system could be broken, give them different options. I'm not saying we have to use elements of magic as is, and I know we wouldn't. We'd rework it, tweak it, reduce the complexity, and make it better, if we used it at all, or something similar.
This is more like, I show us a system that could be an option, then we see it for what it is, see its faults, reduce its complexity, and make it better.
Of course, without seeing more of what Gary has in mind, I kind of feel like my brain is sort of lost on how to proceed.
Elsidar wrote:Stacie_GmrGrl wrote:Of course, without seeing more of what Gary has in mind, I kind of feel like my brain is sort of lost on how to proceed.
...
Your last point, though, I agree with. I'd really like to see more of Gary's baseline. I'm getting antsy.
j0lt wrote:One thing I really liked about previous D&D versions is that the different "powers" functioned differently. I can see trying to get magic and psionics to work under the same mechanic, but mutations and super powers are a completely different thing. Perhaps they should be treated similarly to the Enhancements?
Stacie_GmrGrl wrote:j0lt wrote:One thing I really liked about previous D&D versions is that the different "powers" functioned differently. I can see trying to get magic and psionics to work under the same mechanic, but mutations and super powers are a completely different thing. Perhaps they should be treated similarly to the Enhancements?
I don't see why they have to be seperate. With a single system but with campaign options, you can come up with various ways of using that system.
j0lt wrote:Stacie_GmrGrl wrote:j0lt wrote:One thing I really liked about previous D&D versions is that the different "powers" functioned differently. I can see trying to get magic and psionics to work under the same mechanic, but mutations and super powers are a completely different thing. Perhaps they should be treated similarly to the Enhancements?
I don't see why they have to be seperate. With a single system but with campaign options, you can come up with various ways of using that system.
Mainly because they're not the same thing. Spells and psionic powers function more or less the same way, so they could be done with a similar mechanic. Super powers and mutations are fixed for the most part and something like Enhancements would suit them better. Trying to get them all to function on the same system would be an exercise in futility. It would be like trying to mix the feat and skill systems into the same mechanic.
Stacie_GmrGrl wrote:j0lt wrote:Stacie_GmrGrl wrote:I don't see why they have to be seperate. With a single system but with campaign options, you can come up with various ways of using that system.
Mainly because they're not the same thing. Spells and psionic powers function more or less the same way, so they could be done with a similar mechanic. Super powers and mutations are fixed for the most part and something like Enhancements would suit them better. Trying to get them all to function on the same system would be an exercise in futility. It would be like trying to mix the feat and skill systems into the same mechanic.
It is absolutely not an exercise in futility. That's just crack.Spells, psioncis, super powers, mutations...what are they? They are all the same thing: Extraordinary abilities that defy the basic laws of physics of what we would consider "NORMAL" , Boring, Reality. They are all identical, they are just used in different ways and have different methods of working. They all take the same core effect and apply it in a different manner.
But, either way, as long as we have the system in place for each of these, then I'm cool with it.But it is not an exercise in futility. Or explain Hero system, or Mutants and Masterminds, or any other generic game out there that lets you simulate the effects of all of these using a single system, because if its an exercise in futility, then how are these games functioning?
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