Supernaut1432 Posted December 30, 2024 Posted December 30, 2024 I am quite new to BRP, with only some small experience before playing CoC. However, I recently picked up the BRP UGE and really like it to where I'm attempting to developing one of my world's with it in mind. However, one thing I am struggling with is that there's a lack of guidance within the UGE on how to make new "things" for it, be it new spells or new gear. Is it as I suspect mostly feelings based, or is there a bit of math behind it that I am missing? For example, if I wanted to create a Flight spell would I be mostly okay just stealing the Flight superpower and tweaking slightly? Apologies if this is a question that has been asked a million times before, the idea of the UGE being a toolkit is fine with me but just can't really see the tools! Cheers Quote
g33k Posted December 31, 2024 Posted December 31, 2024 (edited) Note that _flight_ in particular is part of the "Lift" spell (on p.63). Absolutely use/adapt other "power sets" (supers, psychic, etc) if you want a "spell" that's not covered in the Magic section. Look at comparable power-sets to get a sense of scaling/costs... but yes: a certain degree of DIY/seat-of-the-pants can sometimes be called for. But think of it this way: even if there were any official "cost" associated, that would be a largely arbitrary & meaningless value, because it depends so much on the setting. In an "airships" game, flying is hugely advantageous (or rather, not-flying is hugely disadvantageous); on a water-world where all the action happens below the waves, flying could be more of a circus-novelty than any frequently-useful ability; etc. Similar sorts of "that's over-costed / that's under-costed" could be applied to many other spells/effects, depending on personal tastes and/or specifics of the setting or campaign. Edited December 31, 2024 by g33k 1 Quote C'es ne pas un .sig
Atgxtg Posted December 31, 2024 Posted December 31, 2024 4 hours ago, Supernaut1432 said: I am quite new to BRP, with only some small experience before playing CoC. However, I recently picked up the BRP UGE and really like it to where I'm attempting to developing one of my world's with it in mind. Welcome. 4 hours ago, Supernaut1432 said: However, one thing I am struggling with is that there's a lack of guidance within the UGE on how to make new "things" for it, be it new spells or new gear. THat's because there never really has been much in the way of guidance for that sort of thing. The UGE came from rules found in previous BRP games. You generally had to work with the magic that particular game came with, and "freeformed" anything new. Most magic items were either found items (and thus weren't created but either used existing examples of were made up by the GM), or used whatever magic item creation rules came with that particular game. Both Stormbringer and RuneQust 3 had some rules for enchanting items, but that was about it for making near gear. 4 hours ago, Supernaut1432 said: Is it as I suspect mostly feelings based, or is there a bit of math behind it that I am missing? There is some math behind some of it, but it's mostly unofficial. The thing is each of the power systems used in the UGE came from (or was based on the magic system used in) a previous BRP related game. They all had a rule of thumb formula to it, but nothing was set into stone. 4 hours ago, Supernaut1432 said: For example, if I wanted to create a Flight spell would I be mostly okay just stealing the Flight superpower and tweaking slightly? g33K mentioned it already, but there is a Flight spell, LIft. But if you look closely at it, it's not too different from the Flight Superpower. So adapting a similar ability from a different power system isn't a bad way to go. You'll probably be in the right ballpark. Roughly speaking. Each Magic Point worth of spell was worth about: +5% to skill and +1 to damage (or do 1D2 for a stand alone attack, maybe 1D3 if you need a POW vs POW roll to make it work.) Benefits would stack, so a 3 point spell might give 15% or do 1D6 damage. or 3 points to a characteristic, and lasted for a limited amount of time (everything from POW in combat rounds to 15 minutes depending on the magic system) Spells that were limited or restricted in some way might give more of a benefit. For instance, a spell that only lasted a round or so might give a better benefit (say triple +15% and +3 damage) but were only really good for one use. A spell that rrequired conceptration (and thus would drop if the caster was damaged), was like tht too. But it varied a bit from magic system to magic system or spell to spell. Enchanted Items: Typically required a ritual of some sort and a skill roll to enchant. Usually held a spell. Typically required the caster to sacrifice permanent POW points (1 per level of the spell) to put the spell into the item. Still required the user cast the spell as per normal. might have other effects or powers that weren't spells or were on all the time, but it was all paid for by sacrificing permanent POW. A effect that was active all the time typically gave out less of a benefit than a similar spell, which had a duration. So a piece of armor that had more armor points (like a protection spell) might work all the time, but only protected the hit location covered by that piece - the rest of the body wouldn't benefit they way it would from a Protection spell. Each individual Game had slightly different rules for this to reflect that particular setting. Enchanted Items in BRP: hold a spell typically store Magic Points to cast the spell help within. Note the above isn't official, but it's pretty close to how the existing spells are written, and if you go by it, your spells will probably fit in with the existing spells. 4 hours ago, Supernaut1432 said: Apologies if this is a question that has been asked a million times before, the idea of the UGE being a toolkit is fine with me but just can't really see the tools! Cheers Well there are tools there, it's just someone might prefer a different set of tools than the ones provided. Most of the game mechanics in the UGE originated from previous games, and most BRP players were aware of that, and probably had access to some of those games, so they had more tools to work with. Even today, something like Advanced Sorcery for Magic World gives you a half dozen or so more magic systems you can use with BRP. But to those new to the game it can be a bit of a mystery and a challenge. But, because there are multiple ways to do something in BRP, it's hard to point you in the right direction (right for you) without having a better idea of what you are trying to do. Quote Chaos stalks my world, but she's a big girl and can take of herself.
Saki Posted December 31, 2024 Posted December 31, 2024 17 hours ago, Supernaut1432 said: Is it as I suspect mostly feelings based, or is there a bit of math behind it that I am missing? For example, if I wanted to create a Flight spell would I be mostly okay just stealing the Flight superpower and tweaking slightly? It is mostly feelings based. Yes, that plan should be fine - be prepared to tweak if needed if anything you create becomes problematic. 2 Quote
Supernaut1432 Posted January 1 Author Posted January 1 Thank you for the replies everyone, I would have got back sooner but new poster restrictions. I will go with my gut and see how things feel during play, cheers! 2 Quote
Atgxtg Posted January 1 Posted January 1 2 hours ago, Supernaut1432 said: Thank you for the replies everyone, I would have got back sooner but new poster restrictions. I will go with my gut and see how things feel during play, cheers! You can always post your new spells and gear here to see what we think. Chances are we will spot any problems. 3 Quote Chaos stalks my world, but she's a big girl and can take of herself.
tooley1chris Posted January 8 Posted January 8 Also, there is a plethora of free, user created materials in the downloads section here. Might check the work other people have done for inspiration (or downright thievery😎) So you're not reinventing the wheel. Quote Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507 My Magic World projects page: Tooleys Underwhelming Projects
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