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Also, if you go to a pilgramage to a certain specific holy place then you will probably get the spell associated with that holy place. So, you might get a spell to cure the Black Pox at a particular healing shrine where a goddess first cured the Black Pox. Quote:
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Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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a) You prove yourself worthy of receiving the ability to wield the blessing by journeying to a forgotten shrine and reclaiming it for the faith. b) You find a relic hidden at such a shrine lost to the faith c) The affliction is so potent only a place dedicated to your god can handle enough power for them to remove the pox. All of these things maintain the element of the quest or the adventure, without leaving the PC the one 'in charge' of the ability. Quote:
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I agree. Even if some or even the major part of the spells, creatures and items that have been published for the d20 system would seem out-of-line to hardcore BRP/d100 gamers, converting them or at least by providing guidelines for conversion would greatly increase the appeal of BRP to gamers having a d20 background. If you are thinking of moving from d20 to BRP and has a great deal of d20 material, being unable to use that material would be quite some barrier. If we could help with this step we would do our community a service and existing BRP players would also benefit from being able to more easily use d20 material. I do, of course, understand that such conversion projects would not be everyone's cup-of-tea.
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First of all I should point out that these bare bone formulas have not been used in play. They are the first iteration in an attempt to reach a set of algorithms for standardizing the conversion of d20 spells to the d100-system. They are also a very rough set of rules for a type or arcane and divine magic that would seem familiar to a user of the d20 system and still work well within the d100 framework.
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The skill system (my method 1) was really only intended for arcane magic. When tinkering with the second system I realised I could link in divine magic into it. The second system is (partly) based on the idea that a wizards ability to manipulate magic increases with skill. That's nothing strange really. I wanted to simulate this increase in skill but also to avoid having to deduct mp:s when the mage became better. So instead I had wizards start with a low mp pool, simulating that at low skill levels the mage must spend, relatively speaking, more energy on each spell. When the magic-user increases his skills the relative cost decreases, the wizard becomes more resource effective. A similar system has been implemented by Green Ronin in their publication “True Sorcery”. Since divine magic is “programmed” into the priest, he really does not understand the spell he just, somehow, knows that if he focus on an aspect of his god he can bring forth a supernatural effect. The priest's ability to do this does not increase with skill, since no skill is used. The default effect is based on the spells description. Increasing the “caster level” is an extension and costs 1 mp per level. Some spells have bonus effects based on character level. Barkskin is an example. In such cases I would use level x 10% and allow the bonus effect at those skill levels. I use 10 as a multiplier instead of 5 because having bonus effects already at a skill level of say 30% is a bit low, IMO. Quote:
Yes. That was my intention. I don't really like the skill based approach to resistances used by MRQ, although I can see that it has some merit in some situations. Quote:
/Peter |
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The solution is mp storing devices, mp spirits and self-powered magic devices. Also a mage in d100 needs to use magic in other ways, as a information seeking device, to improve defences and so on. Sorcery and the like really takes to much time to cast to be very valuable in combat, in such situation spirit magic rules (and you don't need many of those spells). Sure, one could device means to deal with the problem. One way would be to use Fatigue Points instead of mp, possibly combined with a "spell buffer" that increases with skill. Assume that a mage would be allowed STR + CON FP which he could use to cast spells and that he could add a "buffer" equal to (sum of all magic skills / 10) rounded up that he could spend before tapping into his own strength reservoir. Of course you'll have to increase the cost of the spells by about x 5. But as you may recall FP are recovered faster than MP... Of course for every 10 FP the mage would loose 10 percentiles in all skills. You could also device a spell that allowed the mage to recover 5 FP per MP or 15 FP per point of permanent POW. In a ditch the mage could sacrifice MP and even POW to recover his breath. /Peter |
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As a response to the comments above, I wrote this bare bone alternative wizardry system:
Fatigue and spell buffer
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To clarify, a 15fp Magic Missile (i.e. expanded twice) would do 3 dice of damage, but a 15fp Fireball (not expanded) would do 1 die?
Also, I'd suggest that school-skills should all contribute individually to the Spell Buffer, so you don't have to worry about the odd %'s, only when any skill crosses a 10% barrier.
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280/420 |
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The trouble with using D20 magic in a BRPish environment is that you have to look at the theory behind the magic first and they aren't always compatible.
D20 is resolutely level based, BRP is resolutely not level based. This means that D20 magicians get spells of differing power the further they get in their character class. Some spells are not available to lower level magicians and other become more powerful the higher level the magician. BRP Magic, on the other hand, is based on personal power or personal magical rfesources. So, you have skills that control, how good you are magically and PPs that determine how much oomph you have to put behind the spell. It is difficult to convert one to the other. To use D20 magic effectively you have to have levels, which can be used in BRP games by having different degrees of membership of a particular magical organisation. So, you have Lay Member/Initiate/RuneLevel in RQ, there's no particular reason why a certain order doesn't have Member/Master/GrandMaster or whatever series of levels you want. So, levels aren't really an issue. A big issue with D20 spells are that the higher level ones are incredibly powerful. They can seriously unbalance a game. But that is a problem for the GM. Another issue is that D20 magicians can only store a certain number of spells and can only cast a certain number of spells per day, and both limitations are defined by level. That is against many of the BRP values. Is there a way around it? Almost certainly. Do I know the way? Nope. But, I'd love to see a conversion of OGL D20 Spells to a D100-style system. Since BRP is definitely and absolutely not OGL then you can't convert them to BRP. You'd have to look at another D100 system that is OGL-based. I'm trying to think of one, it's on the tip of my tongue ....
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Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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