Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Friday, August 18, 2017

Spell Prep time and casting mechanics in d100 games



MERP Series
Used MERP collector's edition
Revisiting the MERP round sequence time intervals

In the last post, I specifically looked at the amount of time for each MERP round sequence comparing it with some other games.

In this next few posts, I wanted to begin looking at the actual step-by-step process for resolving actions, specifically the spell casting preparation and casting mechanics of the game. I then contrast it with a few other game d100 systems.

MERP
In MERP, six steps are common and resolved in this order.

  1. Prep or cast spell
  2. Ranged attack
  3. Maneuver
  4. Melee attack
  5. Movement
  6. Static
First is preparing and casting spells.
For preparing a spell, two rounds of preparation are considered the normal (+0) for casting spells. One additional round is needed to cast the spell. Spending more or less time preparing to cast spells results in a plus or minus amount, depending on how many rounds one prepares. A few spells may be cast instantly if so marked with an asterisk on the spell lists.

The penalty for early casting is 1.5 times more incrementally than the benefit of spending extra rounds to caste the spells.

Spells use power points which are based on the stat for the type of magic—Intelligence for Essence and Intuition for Channeling. This gives spell points equal to a number based on the stat multiplied by the character level, if the value is 75 or over. The character must have enough points equal to the spell level in order to cast the spell.

To caste a spell, either a direct or base spell attack table roll is required. Certain base spells, such as force spells, require a resistance roll in order for them to take affect.

So, how does this system compare to other spell systems?

RMX 
RMX (Rolemaster Express) further divides spells into three types of spells based on the characters level versus the level of the spell being cast: these are class I, II, and III spells, in addition to some instantaneous spells.

Class III spells are equal to two levels less than the character level. They require two prep rounds and one cast round.
Class II spells are three to five levels less than the character level. They require one prep round and one cast round.
Class I spells are six or more levels less than the character level

And this means that casting speed is built into the levelling system rather than something chosen.

Spells use power points which are based on the stat for the type of magic—Empathy for Essence and Intelligence for Channeling. This gives spell points equal to the realm stat bonus divided by 10, plus 10, plus 1 per level. The character must have enough points equal to the spell level in order to cast the spell.

The mechanical process is the same procedure as for MERP. Roll and consult either an elemental or base attack table. Some base spells require a resistance roll for the defender.

5e
Classes either prepare spells or limit the number of spells in one's mind.

In contrast to power points, 5e spells use a limited number of spell slots based on one's class or multiclass. This is the primary way of limiting how many spells can be cast, rather than power points. Using higher level spell slots may increase the effect of the spell.

Cantrips are special spells that do not require any spell slots nor preparation to cast.

Spells require either one single action, one bonus action, or one reaction to cast the spell.

Some spells require attack rolls by the attacker or saving throws by the defender.

Star Frontiers
Star Frontiers uses technology rather than spells to achieve superhuman feats. The limits for using the technology are skill levels and computer/technology levels. Sometimes limited resources such as ammo, energy, and doses quantify how many times the equipment can be used.

Equipment cost in credits (Cr) may also limit how much technology a character possesses, since each character has a limited number of credits available for purchasing items.

Game mechanic wise, technology is normally used by rolling under a base chance the character's skill level, minus the opposing level.

OpenQuest
OpenQuest uses magic points based on the character Power score for Battle Magic. For Divine Magic, characters acquire Improvement Points through worship and pay twice the Magnitude value of the spell incrementally. Sorcery may manipulate the magnitude, range, and/or duration as well.

To caste a spell under duress, the character must pass a Battle Magic test, successfully Sorcery Cast, or is automatic for Divine Spells (which can only be cast once until next worship).

Legend
Legend uses magic points based on the character Power score for Common Magic. For Divine Magic, characters use pact which is Charisma plus dedicated Power. For Sorcery Magic, characters use a Grimoire skill. Sorcery users may manipulate the magnitude, range, duration, #targets, and/or combine spells as well.

To caste a spell, the character must pass a Common Magic skill roll, Grimoire roll, or it is automatic for Divine Spells as long as dedicated Power remains.

Saturday, April 1, 2017

Fables part 5: add magic

Myths Series
Myth making: my plan
What are myths, legends, and folklore? Definitions (Quotes)
Joseph Cambell : Myths



Fable part 2: bird symbolism
Myths and Fables: ponderings  & decisions
Fable part 3: snake symbolism
Fables part 4: building a basic action & reaction 
Fables part 5: add magic

Possible magic for the creatures

Beyond the meaning found in various cultures, there is obvious magic powers that could be assigned to bird and snake.

Elemental Powers

A.) The bird flies in the air. Air elemental powers are obvious powers that a bird may have.

An offensive air power is some sort of air, wind, tornado, hurricane, gust or blast of air.

Defensively, air might redirect some sort of threat - like a defensive wall of air.

Utility wise, air is important for breathing. Lack of air leads to death.

B.) Snakes slither on the earth and sometimes hide in holes, cracks, and under logs or rocks.

Elemental wise, snakes are closer maybe to earth powers.

Many snakes are known to be venomous.  Snake poison and toxins may weaken, make sick, paralyze, or kill prey.

Powers not normally associated with the animal
Sometimes powers not normally associated in natural animals may be assigned to the animals.

Mythology reveals the fiery phoenix and firebird, electric thunderbird, winged feathered serpent.

One site shows snakes with clairvoyance, shape shifting, and hypnosis.

So whether or not I go with more obvious powers or powers extending the natural snake abilities, powers have and do get assigned to birds and snakes.

Sunday, July 10, 2016

ABS 12: Powers - Nouns and Power Sheet

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Here are the first batch of nouns to go with the verbs.

Noun
life - organic properties of growth, continual change, functional activity, and reproduction prior to death
death - organism is no longer alive.
undead - technically dead but still animated; ghoul, lich, vampire, mummy, skeleton, zombie, wight, ghost, banshee, wraith
poison - substance is capable of causing illness and/or death.
disease - this is a disordered function or organ in an organism that produces specific symptoms.
fire/heat - increasing temperature creating combustion, burning, melting, and smoking and heat, light, and smoke are produced.
ice/cold - decreasing temperature creating cold, freezing, ice, or a solid from a liquid or gas.
air/gas - when a solid or liquid is turned into a gas; wind, oxygen, tornado, atmosphere.
earth/rock - soil, earth, dirt, rock, sand substances.
water/liquid - the state of being a liquid from either a gas or solid.
flesh/exoskeleton - covering of internal body of an organism providing some protection from the external stuff.
bone - essential framework of hard tissue in vertabrates.
wood - hard fibrous material in trees and shrubs that provides framework.
metal - a solid material that is typically shiny, hard, and malleable; gold, silver, copper, aluminum, bronze, iron, steel.
organic substance - a specific chosen organic substance such as web, plant fibers, milk, feces, urine, mucus, or blood.
animal - a none humanoid organism that eats and functions responding to stimuli.
plant - a living organism that derives nutritions from roots and photosynthesis.
monster - and inhuman or not a standard animal.
spirit - non physical part of an organism that has the essence of their emotions, thoughts, personality, and behavior.

And there are two new verbs I'm adding

Verb
trap/close - to stop, encase, shut, or imprison something.

open/release - to free, let loose, escape, or release something.

New Powers Sheet
For the new powers I've created a powers sheet to help construct powers



A Basic System 12 (ABS12)
Index of my blog

Tuesday, July 5, 2016

ABS 12: Powers - Verbs

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Verb
heal/repair - causes damaged parts to become whole, functional, and damage free again.
injure/hinder - do physical harm or damage to something.
reveal - help bring to knowledge previously unknown, hidden, or secret information.
covert - to do things not in the open or dispalayed: hide, sneak, and spy on others.
move - to change position of an object: push, pull, or drag.
travel - movement through or across an element or surface.
summon - to call upon, order, or cause something to appear, gather, or come forth.
send - to cause, permit, force, direct, order, or enable something to move, go, propel, or deliver somewhere else - a destination.
destroy - to reduce, dissolve, eliminate, or extinguish to nothing, useless, or damage.
animate - to make as if alive, give motion, or stir to action.
charm/control - to dominate, command, act upon,  and direct over something.
frighten/repel - to drive away, force back, scare, terrify, or cause panic.
shield - to protect, safeguard, secure, defend, guard, or insulate against
expose - to uncover, reveal, unveil, unmask, or make vulnerable.
transform - to change significantly in form, appearance, or manner.
preserve - to maintain, retain, or keep in an original or current state.
alter - adapt, modify, amend, revise, or adjust comparitively small but significantly.
drain/absorb - to deprive, use up, or transfers resources from the target to the caster.


A Basic System 12 (ABS12)
Index of my blog

Thursday, June 16, 2016

ABS12: Powers & Magic revisted

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Current rough magic system: skill based

My first magic system began with two spells - fireball and life heal.

A few weeks ago I switched to skill based magic.

Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].

Considering next power system 
I considered this system in a message to one person that I exchange messages with.

I'm just getting to magic more recently, still trying to keep things simple reusing skills and creature abilities as the basis for magic atm. I may switch to an 'adjective', 'verb', and 'noun' system like 'minor destroy fire', 'greater summon earth', or 'fast heal life' tying the parts of a created spell name to mechanics and allow the player to describe the magic visual effects and form. Maybe do that as soon as I have the basic down.

This post I wanted to begin looking how such system may look like.

Here is a chart that I made up. I will place it as an option for now in the system.

[Click to enlarge]




A Basic System 12 (ABS12)
Index of my blog

Wednesday, June 1, 2016

ABS12: Description update, Magic User

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

I'm going to apply the data from the other days to the descriptions. I haven't adjusted the four descriptions in the encounter PL0, PL1, PL2 sections yet however, until next creature update. You can do it manually until then.

Biggest changes
Thief decreased covert to 2 and gains 1 life, Fighter decreases speed to 1, Magic User will get 3 build points in another spell or alchemy skill.

Humanoid Species Descriptions:
These are the basic four humanoid species descriptions in many fantasy worlds.

Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, hobgoblins, kobolds


Depending on the game world players may also play using one of the many non-humanoid species found at the back of the game as well. Use those stats for such occasions.

Magic User spells
Magic Users get 3 build points to get new spells besides fireball.

Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].


A Basic System 12 (ABS12)
Index of my blog