Archivist Posted June 19, 2017 Share Posted June 19, 2017 I really like some of the magic systems from BRP Enlightened Magic and Advanced Sorcery. What kinds of things should I keep in mind if I want to use those with Revolution D100? Quote Link to comment Share on other sites More sharing options...
RosenMcStern Posted June 20, 2017 Share Posted June 20, 2017 I am not familiar with those systems. The big point is the same as I wrote in the other thread: Revolution D100 is not designed to use a "limited resource management" approach, so anything that links long-duration effects to magic point expenditure is not likely to work properly "out of the box", You can of course hack almost anything to fit in the rules, but it might require a substantial rethinking of some core mechanics. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
Archivist Posted June 20, 2017 Author Share Posted June 20, 2017 Hmm... okay I'll think a bit about this and post something. Quote Link to comment Share on other sites More sharing options...
Archivist Posted June 28, 2017 Author Share Posted June 28, 2017 So I'm thinking about systems / settings in the vein of Mage the Awakening, Mage the Ascension, GURPS Ritual Path Magic, GURPS Thaumaturgy, GURPS Cabal, Unknown Armies, or Dresden Files RPG Magic. Here are some of the common characteristics of those systems. 1. Magic is sort of free-form. Instead of having a short list of specific powers, the mage can create whatever effect they want as limited by their skill, tradition, and trapping for the setting (e.g., no bolts of lightning, flashy magic). 2. More powerful / complex magic (more effects, stronger effects) is harder and more dangerous. 3. Spellcasting takes time. Spending more time reduces the risk and danger and vice versa. 4. Spellcasting takes "ingredients" (e.g., magic circles, incantations, symbolic links to the target, sacrifice). Casting w/ (more) ingredients reduces the risk and danger, and vice versa. 5. Casting involves risk and danger. More powerful workings, or workings without reducing the difficulty as above, expose the caster to that risk. That risk could be physical, spiritual, or consequential (bad luck). Quote Link to comment Share on other sites More sharing options...
rsanford Posted June 29, 2017 Share Posted June 29, 2017 20 hours ago, Archivist said: So I'm thinking about systems / settings in the vein of Mage the Awakening, Mage the Ascension, GURPS Ritual Path Magic, GURPS Thaumaturgy, GURPS Cabal, Unknown Armies, or Dresden Files RPG Magic. Here are some of the common characteristics of those systems. 1. Magic is sort of free-form. Instead of having a short list of specific powers, the mage can create whatever effect they want as limited by their skill, tradition, and trapping for the setting (e.g., no bolts of lightning, flashy magic). 2. More powerful / complex magic (more effects, stronger effects) is harder and more dangerous. 3. Spellcasting takes time. Spending more time reduces the risk and danger and vice versa. 4. Spellcasting takes "ingredients" (e.g., magic circles, incantations, symbolic links to the target, sacrifice). Casting w/ (more) ingredients reduces the risk and danger, and vice versa. 5. Casting involves risk and danger. More powerful workings, or workings without reducing the difficulty as above, expose the caster to that risk. That risk could be physical, spiritual, or consequential (bad luck). Check out the rules for free form magic located here and also in my sig. These are homebrew rules but I am told they have a similar feel to the magic system in Ars Magica. My group and I have polished them a good bit so hopefully they will be easily understandable. 1 Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
Archivist Posted June 29, 2017 Author Share Posted June 29, 2017 I have the Second Way and really like it, but it's made for BRP, right? You haven't retrofitted it for D100, have you? Quote Link to comment Share on other sites More sharing options...
ThornPlutonius Posted June 29, 2017 Share Posted June 29, 2017 (edited) 11 minutes ago, Archivist said: I have the Second Way and really like it, but it's made for BRP, right? You haven't retrofitted it for D100, have you? BRP *is* D100. -Edit- OK. Knee-jerk post on my part. I guess by 'D100' Archivist meant Revolution D100. Edited June 29, 2017 by ThornPlutonius Quote Link to comment Share on other sites More sharing options...
Archivist Posted June 29, 2017 Author Share Posted June 29, 2017 Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100. Quote Link to comment Share on other sites More sharing options...
Archivist Posted June 29, 2017 Author Share Posted June 29, 2017 Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100. Quote Link to comment Share on other sites More sharing options...
rsanford Posted June 29, 2017 Share Posted June 29, 2017 1 hour ago, Archivist said: Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100. I have Revolution D100 but haven't read it all yet. Does anyone know if Revolution has any equivalent to magic points? You would also need a sorcery skill (to roll against) to make The Second Way work... Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
Archivist Posted June 29, 2017 Author Share Posted June 29, 2017 Nope, that's the thing. It's kind of different. No magic points, no resource management. ;-) It has extended conflicts, traits, conditions, all sorts of cool stuff. Quote Link to comment Share on other sites More sharing options...
RosenMcStern Posted June 29, 2017 Share Posted June 29, 2017 1 hour ago, rsanford said: I have Revolution D100 but haven't read it all yet. Does anyone know if Revolution has any equivalent to magic points? You would also need a sorcery skill (to roll against) to make The Second Way work... Yes, it does. It has Life Points, which replace Magic Points when casting magic. The only difference is that they are used only in advanced combat, not when you want to cast long-duration, ritual spells. In that case magic works with extended conflicts, like Archivist suggested. It also has a Sorcery skill. It is the Concentration skill, which regulates all things paranormal. Most supernatural feats depend on it, usually rating at one tenth of the Concentration skill. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
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