MGuy wrote:Even in a game without 'levels' there is a 'power level' you want people to be working at if you care about any semblance of balance at all. You may not want to throw that all outta wack.
Yeah, and that's why I keep pointing out that I'm aware other people don't necessarily want to play the game I do, because I largely don't care about balance as an end goal. I believe that a lot of people do, and thus that it's probably important for everyone to have fun (which I
do care about as an end goal), but I think it's entirely possible for people to have fun without balance. Granted, in a competitive situation, I'm not so sure that's possible, but I don't like playing pvp
video games, much less pvp ttrpgs. I don't like playing competitive
real life.
Drolyt wrote:I'm not sure what you mean. HERO has special effects, which covers damage type.
DSMatticus wrote:Also, it does have damage types - the fluff for an ability isn't optional, and you're supposed to give them sfx keywords like "fire" or "ice" or "psychic" or whatever. Some characters will have special defenses/weaknesses that apply to certain sfx keywords.
Oh. Okay.
Drolyt wrote:It also doesn't have classes or levels.
DSMatticus wrote:Hero is a classless and levelless point buy system with a ton of fiddly little levers and dials. So... yes, it has a lot of pieces, many of which are fiddly, but no, you can't take three levels of fighter, because you can't take any levels in anything. You can call yourself a necromancer without doing any necromancing, but it would be a lot like me calling myself an astronaut - it only works until you start asking me what I do that makes me an astronaut.
Metaphor, sorry. Frank was complaining that there's no difference between a Fire Mage and an Ice Mage because a Fire Mage can take all the Ice Mage powers at the same cost, and that seemed to me a lot like complaining that there's no difference between a Necromancer and a Fighter because someone can take levels of Fighter while calling themselves a Necromancer.
'sall.
Drolyt wrote:HERO has a few mechanics for in game flexibility. The most versatile is a Variable Power Pool, which lets you make up new powers on the fly. It is usually limited to a specific special effect.
DSMatticus wrote:Drolyt already said it, but Hero has a thing called the variable power pool (VPP). Basically, you set aside a bunch of your points that you can then use to build powers on the fly. Depending on how much game time it takes to rebuild your powers (ranging from instantly in combat to days of downtime or more), it will either be more or less expensive.
Modular Abilities, then. Cool. I have no real objection to that, then. It matches up with something I use fairly frequently. So Ice9 was right and my only issue is with source-based systems.
Laertes wrote:That's three "consider me interesteds." New topic time to discuss this? I would be extremely happy to make space in the game for anyone who's spoken ill of Ars Magica but wants to play it to actually see what it's like.
Wonderful! I have one yes and two maybes on my end (plus me), so that should be plenty. Set it up wherever and let me know.
Laertes wrote:a) The GM sets the goalposts, and then those goalposts are something that both the players and the GM can rely on fairly and consistently without them being further shifted.
I'm fine with this if they are clearly and explicitly defined at the beginning of play. Problem is, it seems likely that things will come up that
weren't clearly defined but
do have GM goalposts. It may not look like shifting on your end, but from my angle those goalposts are invisible until I run into them and I don't like that.
Antumbra wrote:If part of the system is literally "have some guidelines, make the final effect up yourself and ask the GM if it's cool" and you consider that a valuable attribute... then Ars Magica or Ritual Path Magic is as good as you're going to get.
Don't talk to me about Ritual Path Magic.
Laertes wrote:See, Ars Magica is set in Mythic Europe, which doesn't run by real world science but instead runs by the rules the people at the time thought it ran by. Which means that the physics are Aristotelean, the cosmology is Ptolemean, and the biology is by Galen and Paracelsus.
...Well fuck. Okay. I can handle that.
If it's internally consistent. Science! Magic Edition, and all that. Expect me to spend a lot of time stress-testing your physics/metaphysics.
Laertes wrote:It occurs to me that I've derailed the thread. My apologies.
It also occurs to me that Frank and I may have stumbled on the basic answer to the initial question, though. How does one make a magic system which is flexible without being merely a source of constant GM fiat? How do we handle the fact that skin and horn are both made of keratin, while fruit are biologically distinct from the trees that grow them?
Science. In the same way that Ars Magica cleaves faithfully to the underlying laws of its world, we make our magic system cleave faithfully to the underlying laws of *our* world.
Well, the trivial execution of that is to note that the underlying laws of our world don't let people do magic.
But with a couple handwaves in the premise, I could get behind a fairly-scientific sort of magic. I'd enjoy that a lot, actually, I think.
Anyway, I gotta go to work, but I'll be looking for a game prep thread (or link to one if you wanna do it elsewhere) when I get back.