>I'm starting to think that common magic should be a system of it's very
>own. Small magical talents or knacks (for want of a better word) that draw
>on the persons inner abilities rather than any of the three worlds. I
>think I'll also limit common magic to a maximum power of 20, parhaps 10w1
>for those that concentrate on it. If you want powerful magic, get a
>relation to one of the magical worlds, if you want a diverse bag of
>tricks, stick with common magic.
I don't like some things in the canonical system:
-Too much complication (for me) with many kinds of common magic (talents, spells, feats, charms) and keeping the record.
-People concentrated in specialized magic (with an Other World direct experience) mantains some common magic effects and they become very powerful in comparative terms. For a concentrated animist, a common magic charm is far better than a tradition charm; and for a concentrated wizard, a common magic spell is much better than an orderly spell. A common magic feat is similar than a feat learned ? in an HQ ! by a Devotee.
So I use the folowing house rule (YGWV):
-Common magic is only common magic (there are no differents kinds of it). In background terms, you can learn it of different forms (worship or relationship with a daimon, essence or spirit 'native' to the Inner Plane; personal talents, etc.), but in game rules terms, it is the same thing.
-Most people uses common magic. But most people doesn't concentrate their magic. Most common magic are 'useful' traditional secrets that are not very useful for typical heros. Normally, common magic gives only augments.
-People that concentrates in some Other World, specialized magic, loses ALL their common magic.
-Ocasionally, there are people that concentrates in common magic (very rare). They lose all specialized magic and their link to the otherworld and their specialized religion is also lost (so, normally, it is not approved by community). This is the typical Kung-Fu warrior, pseudomystical thing, or the atheistic or individualistic neer'do'well type. The concentrated users CAN use it as active abilities.
-It is possible for specialist magic users to learn or use some feat, spell or spirit (more difficult for no shamans) not listed or related to their religion, but it is rare (normally, an special HQ). But this is NOT common magic, but specialized magic, related directly to the Other World.
IMO, with these house rules, common magic is really 'those pretty small things' except for some special kind of heros (pseudomystical or contracultural) that specialices in this World, cutting their links with other world entities.
Regards,
Antonio Received on Wed 07 Jun 2006 - 15:09:24 EEST
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