Post by Bricingwolf on Oct 17, 2015 21:59:23 GMT
So, how does one build a spell?
We all know that the pyromancer burns things, and that's very well and we all cheer when the bad guy goes up in flames of the campfire bursts into life from wet wood with no real effort.
However, what if one wants to create a more complex effect? Perhaps one which involves multiple skills, delayed execution, triggers, trigger exceptiopns, "if, then" parameters?
My thought as of now is that instead of trying to come up with tomes full of individual spells, we create some spell categories, and component parts.
For instance, categories could include things like long and short range, personal (ie, affects the caster), damage, support, control, and utility, which would include things like movement spells, weather control, preserving food or purifying water, communication, etc)
Components (which need a less dnd name) would include optional notes on physical component types (option in the sense that you don't have to track them, but you can), damage, range, effect type, duration, casting action or time, additional costs (AP, usually).
Then, you'd have each component have a basic value, and usually at least one upgrade and one downgrade value. The basic spell would be:
Range: Short or Self
One of: Damage or Effect. Some damage types instead do less damage, but include a minor effect.
Duration: Immediate or Shake It Off (determined by choice of Damage or Effect). If range=Self, duration=1 full round
Action: Standard
Cost: none
Physical Components: Determined by other categories.
This models most basic uses of skills, from a basic weapon attack, to a setting someone on fire or shocking them with electromancy, to using Parkour to move around/over obstacles at full speed.
From there, You can choose to upgrade one or more category, and each one has one or more associate cost, and also options to downgrade to pay for an upgrade elsewhere. If there are more than one listed cost options, you choose one. So, you might make a spell that costs 2AP, or 1AP and an extra Quick Action, or 1AP and part of the effect of the spell is downgraded, etc.
SO, if shocking someone looks like:
Range: Short
Damage: 1d6 and target is dazed
Duration: Shake It Off, Easy
Action: Standard
Cost: none
Physical Component: none (or a bit of conductive metal, like copper, not consumed. this type of component is often built into things like wands, staves and grimoires)
A "chain lightning" type spell might look like:
Range: Long
Damage: 1d6, Dazed, Arc (roll 1d4. result equals number of targets within 10 yards hit by Arc, and the amount of damage they take. Secondary targets are not Dazed)
Action: Standard +1 Quick Action
Duration: Shake It Off, Moderate. Failed attempts result 1d4 damage to primary target, and in another Arc effect, identical to the first. Successful attempt (or target death) allows caster to Surge (spend Quick Action and 1AP, repeat this spell attack against a target that has been hit by an Arc during this scene.)
Cost: 2AP
Physical Component: Copper, at least a few grams in weight, turns to ash when spell ends.
So, the spell was upgraded four times. Long range, Arc, Moderate DC, Surge. Upgrade cost was +1 Quick Action, 2AP and Surge has a built in cost of a Quick Action and was upgraded at the cost of 1AP. Without the upgrade, Surge would just be a secondary electromancy attack against one target within 10 yards of the first.
If a player really likes a spell, but doesn't want to keep paying such a steep price for it, they can study and practice it as an Endeavor, or learn it by spending Character Points. I figure the upgrade cost might determine point/time cost for learning a spell. Learned spells cost 1 Standard Action and 1AP, generally. If the spell is upgraded to only cost a Quick Action, but more AP, then it either costs more to learn, or costs the same, but still costs at least 2AP.
Obviously the specifics need iteration and playtesting. First, I want to get the rules for making spells down. Then we can worry about learning costs and all that.
So, thoughts? Any of it seem too complicated to use? It's meant as an advanced option, but it should remain usable by people of normal intelligence and familiarity with the system.
Anything I need to make more specific in order to make sense of how this is supposed to work in a general sense?
We all know that the pyromancer burns things, and that's very well and we all cheer when the bad guy goes up in flames of the campfire bursts into life from wet wood with no real effort.
However, what if one wants to create a more complex effect? Perhaps one which involves multiple skills, delayed execution, triggers, trigger exceptiopns, "if, then" parameters?
My thought as of now is that instead of trying to come up with tomes full of individual spells, we create some spell categories, and component parts.
For instance, categories could include things like long and short range, personal (ie, affects the caster), damage, support, control, and utility, which would include things like movement spells, weather control, preserving food or purifying water, communication, etc)
Components (which need a less dnd name) would include optional notes on physical component types (option in the sense that you don't have to track them, but you can), damage, range, effect type, duration, casting action or time, additional costs (AP, usually).
Then, you'd have each component have a basic value, and usually at least one upgrade and one downgrade value. The basic spell would be:
Range: Short or Self
One of: Damage or Effect. Some damage types instead do less damage, but include a minor effect.
Duration: Immediate or Shake It Off (determined by choice of Damage or Effect). If range=Self, duration=1 full round
Action: Standard
Cost: none
Physical Components: Determined by other categories.
This models most basic uses of skills, from a basic weapon attack, to a setting someone on fire or shocking them with electromancy, to using Parkour to move around/over obstacles at full speed.
From there, You can choose to upgrade one or more category, and each one has one or more associate cost, and also options to downgrade to pay for an upgrade elsewhere. If there are more than one listed cost options, you choose one. So, you might make a spell that costs 2AP, or 1AP and an extra Quick Action, or 1AP and part of the effect of the spell is downgraded, etc.
SO, if shocking someone looks like:
Range: Short
Damage: 1d6 and target is dazed
Duration: Shake It Off, Easy
Action: Standard
Cost: none
Physical Component: none (or a bit of conductive metal, like copper, not consumed. this type of component is often built into things like wands, staves and grimoires)
A "chain lightning" type spell might look like:
Range: Long
Damage: 1d6, Dazed, Arc (roll 1d4. result equals number of targets within 10 yards hit by Arc, and the amount of damage they take. Secondary targets are not Dazed)
Action: Standard +1 Quick Action
Duration: Shake It Off, Moderate. Failed attempts result 1d4 damage to primary target, and in another Arc effect, identical to the first. Successful attempt (or target death) allows caster to Surge (spend Quick Action and 1AP, repeat this spell attack against a target that has been hit by an Arc during this scene.)
Cost: 2AP
Physical Component: Copper, at least a few grams in weight, turns to ash when spell ends.
So, the spell was upgraded four times. Long range, Arc, Moderate DC, Surge. Upgrade cost was +1 Quick Action, 2AP and Surge has a built in cost of a Quick Action and was upgraded at the cost of 1AP. Without the upgrade, Surge would just be a secondary electromancy attack against one target within 10 yards of the first.
If a player really likes a spell, but doesn't want to keep paying such a steep price for it, they can study and practice it as an Endeavor, or learn it by spending Character Points. I figure the upgrade cost might determine point/time cost for learning a spell. Learned spells cost 1 Standard Action and 1AP, generally. If the spell is upgraded to only cost a Quick Action, but more AP, then it either costs more to learn, or costs the same, but still costs at least 2AP.
Obviously the specifics need iteration and playtesting. First, I want to get the rules for making spells down. Then we can worry about learning costs and all that.
So, thoughts? Any of it seem too complicated to use? It's meant as an advanced option, but it should remain usable by people of normal intelligence and familiarity with the system.
Anything I need to make more specific in order to make sense of how this is supposed to work in a general sense?