Bobbybobby99
2016-01-09, 09:11 AM
I really, really like the rules that Mage has for magic, what with gnosis and the arcana and all of that, but the paradox rules and the emphasis on resource management seem rather... unsuitable to the sort of game I prefer. The system seems like it would be good for a game of magic users, with an emphasis on the magic and flexibility, for a fantasy setting. So I have a few ideas to change it.
Problem 1; Paradox.
It just really seems like this is something that would bog down gameplay. It also seems like it would encourage covert mess, rather than flashiness, which isn't the feel I'm going for.
Option 1. Get rid of paradox all-together. I'm leaning towards this, but it might have unanticipated effects. It would certainly simplify, though.
Option 2. Give a penalty to the role based on using magic staves, wands, and/or rings. Perhaps -5 for a staff, -3 for a wand, and -1 for a ring, stacking with each other. Then make all paradox be absorbed as backlash. Seems workable, but more complex.
Option 3. Give a flat penalty to the role based on Gnosis, perhaps equal to it, and get rid of the bonuses based on gnosis. Eh. I'm not sure about this one.
Problem 3; Mana.
Resource management and acquisition is not fun for me, nor my players.
Option 1. Have mana pools automatically fill up after every seven hour period of restfulness and sleep. I like this idea, but it seems like it would make Prime magic a bit on the weak side, so I'm waffling.
Option 2. Make hallows exponentially more productive, without needing rolls; perhaps have rank 3 hallows automatically give 4 points every oblation, rank 4 hallows 8 points every oblation, and rank 5 hallows 16 points every oblation, then make them not have a daily limit? It doesn't quite feel like enough, though.
Option 3. Make it so that Tass is common as the bees knees, inside and outside of Hallows, so that around 5 minutes searching for odd pieces of rubbish and flowers and such can yield one mana. I'm not sure about this one, since it seems undignified somehow, but it does emphasize the traditional idea of spell components.
Problem 3; Rotes.
I know that rotes are a bit more of a signature fantasy element, but I liked it more back in the old days, where creativity was encouraged and rotes were things that the complacent learned.
Option 1. Get rid of rotes all-together, and make the bonus to improvised magic be twice your gnosis. Eems workable, though lower powered mages are going to be a tad... Lower powered, and gnosis buying with merits would have to be a no-no.
Option 2. Get rid of rotes, and have improvised magic run off of Highest attribute+Applicable skill+Arcana. This seems like it could work, but it's a bit fiddly.
Option 3. Vastly increase the number of rotes a Mage has, so that it still at least feels like they're being spontaneous and creative.
Which options would you recommend I go with? Feel free to suggest Option 4s and Option 5s.
Problem 1; Paradox.
It just really seems like this is something that would bog down gameplay. It also seems like it would encourage covert mess, rather than flashiness, which isn't the feel I'm going for.
Option 1. Get rid of paradox all-together. I'm leaning towards this, but it might have unanticipated effects. It would certainly simplify, though.
Option 2. Give a penalty to the role based on using magic staves, wands, and/or rings. Perhaps -5 for a staff, -3 for a wand, and -1 for a ring, stacking with each other. Then make all paradox be absorbed as backlash. Seems workable, but more complex.
Option 3. Give a flat penalty to the role based on Gnosis, perhaps equal to it, and get rid of the bonuses based on gnosis. Eh. I'm not sure about this one.
Problem 3; Mana.
Resource management and acquisition is not fun for me, nor my players.
Option 1. Have mana pools automatically fill up after every seven hour period of restfulness and sleep. I like this idea, but it seems like it would make Prime magic a bit on the weak side, so I'm waffling.
Option 2. Make hallows exponentially more productive, without needing rolls; perhaps have rank 3 hallows automatically give 4 points every oblation, rank 4 hallows 8 points every oblation, and rank 5 hallows 16 points every oblation, then make them not have a daily limit? It doesn't quite feel like enough, though.
Option 3. Make it so that Tass is common as the bees knees, inside and outside of Hallows, so that around 5 minutes searching for odd pieces of rubbish and flowers and such can yield one mana. I'm not sure about this one, since it seems undignified somehow, but it does emphasize the traditional idea of spell components.
Problem 3; Rotes.
I know that rotes are a bit more of a signature fantasy element, but I liked it more back in the old days, where creativity was encouraged and rotes were things that the complacent learned.
Option 1. Get rid of rotes all-together, and make the bonus to improvised magic be twice your gnosis. Eems workable, though lower powered mages are going to be a tad... Lower powered, and gnosis buying with merits would have to be a no-no.
Option 2. Get rid of rotes, and have improvised magic run off of Highest attribute+Applicable skill+Arcana. This seems like it could work, but it's a bit fiddly.
Option 3. Vastly increase the number of rotes a Mage has, so that it still at least feels like they're being spontaneous and creative.
Which options would you recommend I go with? Feel free to suggest Option 4s and Option 5s.