Re: Magic in general

From: Burton Choinski (burt@ptltd.com)
Date: Wed 07 Jul 1993 - 18:30:23 EEST


Curtis notes:
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I see nothing wrong with that. A general rule that 1MP=1d6 unless...
with exceptions for gods like Humakt. The trouble is I'm not sure how
well things will fit into this framework. We'd either have to redo lots
of magic, but we probably will redo sorcery at anyrate, or throw in lots
of rules to cover wierd examples of magic used before.
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The first task is determining the ground rules before you can bend 'em.
I am trying to do such a thing with my suggested sorcery rules, and it's
pretty tricky. Lots of spells will gain in power, many will lose
effectiveness, and others will just be completely changed.

I suppose the first step would be to reverse engineer the general effects
(1MP does what) from the spells in the book, line up similar effects and
find the common baseline for that effect, keeping in mind the source of
the spell if the effect is REAL off base.

Once that is there, holes could perhaps be filled in. Then, once we have
the rules, we can tweak them to fit the cult magics.
     -- Burton


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