Mon/Fri - Magical Rethinking
Added 2019-06-17 23:58:36 +0000 UTCThe important part is realizing when something isn't working. The fun part is making something better.
So I meant for magic in The River and the Road to be a thing that's simpler and open for interpretation, open for roleplay. As things were going, I didn't feel I was achieving that. So! Broom comes out, as does the drawer for good ideas, ideas that'll work elsewhere. Time to make something else. And since I'm here, let me use you all as a rubber duck to bounce ideas off of.
So, without further ado:
- Keep the same three levels of Basic, Expert and Master, that bit works.
- Instead, mass together all the Subtle spells with each other, and make what you can do with them grow as you raise through the levels. Same deal with Rituals- you start with one Ritual you know how to do, then you learn how to do some variations.
- Rituals either produce an item you can use to trigger the effect, or a charge that can be released at will- think like an Ultimate in a hero-based game.
- Each level comes with it own Method, which is a way you can manipulate magic. Each method has its own Primary and Secondary use, allowing them to have both an offensive and a supportive function.
- Templates for spells! So you don't have to memorize how to do each individual effect when you're playing in the Tactical Space, but still allowing room to roleplaying with. This does double duty for a thing I was planning on, which was templated attacks and abilities for enemies and monsters.
So rather than struggling with trying to make something I had run out of steam on some more, this is how I'm doing it this week. PS: if you had fondness for what I was naming my spells, don't worry, I'm keeping that convention as well.
-G