I really like this RPG's concept but I also LOVE free-form magic, but I have noticed with this system if you make your character a spell-caster it leaves little room for anything else skill wise. For example why build up your strength to lift that rock when you can just lift it with a telekinesis spell? It gives your character very little room to grow and evolve as they level. I know I could just play in a setting without magic or as a magic-less character but I hope there is a better way, one that doesn't involve bogging down this sleek system with tons of rules, as that would obviously defeat the purpose of it's design.
Do you have any insight on how to fix this problem that I'm just not seeing?
Thank you for your time.
UPDATE!
I've got it! Spells as traits! Have your character start out with two small spells as traits, than over the course of your adventures as you master them and get more, you get bigger and better ones! I hope this is a good idea, because I think this fits in with the intent of the game quite nicely!
Wow! Thank you, first of all, for getting this to the table. And secondly for the very thoughtful feedback.
I think your solution to use spells as traits works perfectly! It’s elegant and doesn’t require additional rules, plus you can level up your spells!
I may be able to fit a blurb in the rules that would clarify that if you’re going to have magical abilities, make them super specific so that other traits aren’t rendered obsolete. As you said, if I have a trait like “magic”, there’s no reason to use anything else. But a trait like “fire bolt” is situational and makes things much more interesting.
It may also be worth writing up a small supplement for folks who want a little more definition for a magic system while still staying true to the core concept of the system. I’ll definitely give that some thought as well.
Just thought of something else. Maybe the cap for the success number for any given trait to be lowered by when progressing should be 4, that way that trait is then something your character still excels at but with the bear minimum chance of a critical failure still being possible.
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Hello, solo player here with some feedback.
I really like this RPG's concept but I also LOVE free-form magic, but I have noticed with this system if you make your character a spell-caster it leaves little room for anything else skill wise. For example why build up your strength to lift that rock when you can just lift it with a telekinesis spell? It gives your character very little room to grow and evolve as they level. I know I could just play in a setting without magic or as a magic-less character but I hope there is a better way, one that doesn't involve bogging down this sleek system with tons of rules, as that would obviously defeat the purpose of it's design.
Do you have any insight on how to fix this problem that I'm just not seeing?
Thank you for your time.
UPDATE!
I've got it! Spells as traits! Have your character start out with two small spells as traits, than over the course of your adventures as you master them and get more, you get bigger and better ones! I hope this is a good idea, because I think this fits in with the intent of the game quite nicely!
Wow! Thank you, first of all, for getting this to the table. And secondly for the very thoughtful feedback.
I think your solution to use spells as traits works perfectly! It’s elegant and doesn’t require additional rules, plus you can level up your spells!
I may be able to fit a blurb in the rules that would clarify that if you’re going to have magical abilities, make them super specific so that other traits aren’t rendered obsolete. As you said, if I have a trait like “magic”, there’s no reason to use anything else. But a trait like “fire bolt” is situational and makes things much more interesting.
It may also be worth writing up a small supplement for folks who want a little more definition for a magic system while still staying true to the core concept of the system. I’ll definitely give that some thought as well.
Just thought of something else. Maybe the cap for the success number for any given trait to be lowered by when progressing should be 4, that way that trait is then something your character still excels at but with the bear minimum chance of a critical failure still being possible.
That’s a great point also, a minimum success number limit would definitely become necessary over the course of a long character lifetime.