Midgard Races

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Prak
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Post by Prak »

OgreBattle wrote:Ah sorry about that, had a brain fart on your previous Midgard threads.
It happens. I was being stupid and frustrated by that old "damnit, I know what I mean, why aren't they reading my mind!" shit that idiots like me fall prey to occasionally.



Ok, starting fresh, spitballing fluff first, seeing what people think, and then going into mechanics after that's figured-

Lets start with humans as a base point- I really like the idea, talked about off and on, of humans being hard core death monsters. We kill stuff by following it until it drops. We rely on a gas which essentially causes cell death to live. We recreationally poison ourselves and can handle things that are toxic to most other animals with no problem (chocolate, caffeine, etc). We get giant holes ripped in us and can recover with little difficulty. etc.

Granted, a game system is usually not going to have the granularity to represent things like humans recovering from giant holes ripped in them with little lasting effect because that means that other races have to interact with the damage system in a very different way. I suppose humans could basically be easier to heal- like they have better chances of recovering naturally once they've been stabilized and any magical healing has a lower dc when used on them. That's very limited, but could be flavourful.

So the humans of Midgard, Manligr (lit. human from old norse, though that has two 'n's), are supposed to be strong and tough and resilient. They were the race which invented mead, and they shared it with the Alfar and Dvergar. They're somewhat influenced by Tolkien men, in that they have more freedom to determine their fates than elves and dwarves.

Alfar are inhabitants of Alfheim, and are basically kindly nature spirits. They protect the wilds, and may offer artistic inspiration. While they may not be "bound to one specific tree" they are fatebound to "protect the wilds." I suppose there are two ways I can go with this- actual alfar can be programmed nature spirits who don't leave Alfheim much and are not an appropriate player race, and thus people play the spawn of Alfar/Manligr mixing with some nature spirit/art patron flavor, or I can use actual Alfar, say "adventurers are unusual, who gives a fuck" and give them a "cannot intentionally harm wilderness or cause or allow wilderness to come to harm" thing. Either way, I like Orion's suggestion of making the elf race the "we don't go into that forest, X live there and no man comes out alive" race who are fast and agile and giving them some spookiness. I can still play up the connection to Sidhe that people will inevitably make by playing on the ideas of elves hunting people. They could keep their alluring quality too, but I'm not married to it if something better comes along.

Come to that- Races could have a trait called Fatebound, which describes the way they are hardwired to act or not act in the world. So Alfar have Fatebound (cannot harm wildlands other than for survival).

Dvergar are the inhabitants of Nidavelir, and are from them come the standard fantasy dwarf stereotype- they're natural craftsmen and love minerals. Like Alfar, I had decided that Dvergar were too programmed to be adventurers, but there is some basis in the myths for it. If I go with the idea of allowing people to play actual dvergar, then they could be Fatebound to hoard gold, and maybe they rest by crafting. Like, instead of sleeping, dvergar actually have to make things to rest. Considerate dwarves take up quieter crafts when they adventure with the other races.

This also gives me the idea to have the races do different things to rest. Manligr need actual sleep, but Alfar could rest by maintaining contact with wilderness- like they perch in a tree for six+ hours and they are as refreshed as a human with six+ hours of sleep, and this comes from the fact that they're nature guardians and this allows them to essentially protect forests and be fully rested at all times. They would need some caveat about needing an uneventful, uninterrupted span of time to refresh expendable stuff, but since most races can't sleep just by being in the forest, the party should be clamoring for camp anyway. Clearly this would need hard definitions of what counts as wilderness.

I had originally intended to have a giant-kin race fill the orc niche called Durskin. They were orcs. But lets pitch that and work with the idea of Giant-kin specifically. Norse myth gives three specific sorts of giant- the frost giants of Niflheim, the fire giants of Muspelheim and the normal giants of Jotunheim. Apparently Jotunn may have been, essentially, clay giants. The point is that there are three kinds of being people talk about in Norse myth when they say giant. Loki is specifically Jotunn, but the most popular and recognized form of Loki in pop culture makes him a frost giant, which makes this difficult. But, fuck it. For recognition sake, we'll say that the giant kin race is specifically born of Loki, or at least his children, and has blue skin and hair like icicles. Loki is commonly called on in Norse myth to trick people for the Aesir, or to get around fate. Odin wants a way to survive Ragnarok, but it's Loki who starts the wheels turning and Loki the gods always turn to pull their collective dicks from the fire. Loki is also Norse myth's most propagative god, fathering a giant wolf, a half-dead woman, a giant serpent, a man who was later turned into a wolf, and a man who was killed by that wolf-man, and giving birth to an eight-legged horse (because chaos). Loki was also the only god in Asgard who could change shape without the aid of a magic item. So Loki's blue-skinned kin are the master manipulators and may have some shapechanging ability.

The last of my original five races was Lagrkin (lit. small-kin, if I had put in the diacritical) a shortarse race that I put in to fill out the Five Fantasy Race set up, and take the role of halflings/hobbits in Midgard's attempt to be a D&D descendant and Peter Jackson Hobbit based game. Setting aside the "short and scrappy" niche, the real niche is "the stealthy race." Alfar could take this niche to differentiate them from standard asian vulcan elves, and it would fit well with "spooky forest protectors." In fact, I do like the idea of giving medium races a Slight Build power that lets them get the benefits of being small. So this scraps the idea of "short stealthy people" and I can now look at filling out the "one from each world" thing. The idea was for Lagrkin to be the Vanaheim descended race. Vanaheim is commonly depicted as a generic forest world because the Vanir are a traditional "old guard gods" group who warred with the upstart new gods, the Aesir. As a race of gods they're associated with "fertility, wisdom, nature, magic, and the ability to see the future" and so they overlap somewhat with Alfar. Vanaheim doesn't really have much in the way of inhabitants we know about, the only Vanaheim inhabitants we know of are the Vanir, of which we really only know those who joined the Aesir (this game really needs a "defeat means friendship" theme given how, strangely, frequently the Aesir pulled it).
So, if we give Alfar the "spooky forest people" thing, then the next logical things for the Vanaheim race to be are- 1) the master sorcerers, 2) godlings, 3) related to the attendants of Vanir, or 4) representative/tied to natural phenomena rather than being "guardians of wilderness." Njord is a sea and wind god, Freya is a goddess of love, Freyr is a god of fertility and Nerthus is an earth mother. It occurs to me that if Lokin are are "blue and spiky haired" this allows the Vanaheim race to be the varied appearance race, where some are sort of Genasi, and some have touches of animal to them, and so on. So lets say this race is the Vanakin, and their thing is that they represent a specific part of nature, some represent the wind, some represent stone, some represent water, some are Innsmouthian, some are raptorial, etc. This is your special snowflake race for furries and weeaboos.

So we have races tied to Midgard, Alfheim, Nidavelir, Jotunnheim/Niflheim, and Vanaheim. This leaves Asgard, Svartalfheim, Muspelheim and whichever of Jotunnheim/Niflheim we don't explicitly tie the Lokin to.

The Asgard race is actually pretty easy. You're a Valkyrie on leave/gone AWOL/whatever. You can influence battles by making near misses actual hits and actual hits into glancing blows because you are the Chooser Of The Slain, not the Mopper Up Of Battles. You can also keep an eye on how everyone is doing by watching their fates. You probably also get a kick-ass mount that is maybe a giant wolf, the translations weren't great.

Svartalfheim is the home of the dark elves who were more about fucking with humans than protecting forests. They can torment humans and animals, inflicting nightmares and such, so you get to be a cool dark-skinned elf type and trade your nature powers for fear effects. Spider imagery need not apply, if anything you're probably more into wolves and snakes (it's norse myth, it's wolves all the way down).

Muspelheim is the world of fire, and actually gives something other than fire giants for us to work with- fire demons (which of course are occasionally conflated with fire giants, because Norse myth. Because the shit going on in the north that occasionally raided the temples of a 2000 year old religion that still exists and has dominated western civilization was apparently too fucking hard to document). But, this gives us something to work with that isn't "more giants," and it's why I didn't mention fire genasi in the Vanakin bit. So, one of the terms for the denizens of Muspelheim is Rjúfendr, which means, basically, destroyers of doomsday. So when you play the Muspelheim race, you are basically a fire demon powered by sheer Metalness. You have fire and chaos powers that are all about destroying shit rather than boning shit (that's the chaos power of Lokin, mind).

Given my preference, I'd rather hew to Norse myth and keep Loki Jotunn rather than Frost Giant. But, I can talk about how Thor is red-headed and dim and Loki is a common giant, not a frost giant, all I want, Marvel has created very iconic associations for them. That isn't to say I can't make a race more specifically tied to Niflheim, though. Niflheim is also the location of Helheim, the land of the dead. So the Niflheim race is basically something like white walker frost zombies. Except you're intelligent because they need to be an actual playable race. Lokin get to be blue with spiky icicle hair, but their powers are about trickery and manipulation. The actual ice powers should probably go to these guys, and draugr actually means ghost in old norse (and tree trunk. shut up) so these guys can just be called Draugr. Maybe their shtick is the ability to animate any corpse and use it like a suit/puppet. This speaks to them being natural necromancers who are actually spirits. If starting level is closer to level 5, a playable ghost might almost be doable, but I don't think too many people are going to be too angry if the ghost race needs a flesh suit to actually do things with corporeal objects. They can scout ahead in ghost form, and lets go ahead and let them be icy wind that deals some minor cold damage, but they need to actually find a corpse to ride to do anything more than that.

So that's nine races, one to represent each world in Norse myth. The rabbit folk are... something you can do with the Vanaheim race if you want, and there isn't really a small race, but maybe elves get the mechanical benefits of being small. As far as descriptions, what do people think of those ideas?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Omegonthesane »

I fully cop to being more familiar with Loki from the Marvel films than Loki from Norse myth, but if I'm thinking Loki I'm thinking Loki, rather than the more typical frost giants.

Unless you're saying Tom Hiddleston is blue with an icicle beard or something.

Mockery aside I think you can get away with Lokin not specifically being ice themed in any way, which it seems to be worth doing to avoid confusion with Draugr.
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Prak
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Post by Prak »

Omegonthesane wrote:I fully cop to being more familiar with Loki from the Marvel films than Loki from Norse myth, but if I'm thinking Loki I'm thinking Loki, rather than the more typical frost giants.

Unless you're saying Tom Hiddleston is blue with an icicle beard or something.
I don't know about the comics (because I'm not made of money and torrenting comics is... an undertaking), but in the movies he is implied to be glamoured in some way.
Mockery aside I think you can get away with Lokin not specifically being ice themed in any way, which it seems to be worth doing to avoid confusion with Draugr.
That would be nice, since it lets me be more accurate to the mythology, but then I need to figure Lokin's defining physical characteristics.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by PhoneLobster »

Prak wrote:As far as descriptions, what do people think of those ideas?
I thought we weren't judging fluff here. If we are, I'm out, fluff is too subjective for most.

Case in point. Anything that starts out "Norse Norse Norse, Norsity Norse Norsey Norse Norse" has lost me in the first sentence and I can't be assed from there out.

Though perhaps just warning you that while Norse myth has it's diehard (weirdo) fans, there are a lot of people that hear "Norse Myth" and stumble like lurching zombies to the nearest emergency exit.

They would run, but once "Norse Myth" is mentioned their energy has been sapped out of them through instant boredom overload.
Last edited by PhoneLobster on Tue Jul 21, 2015 9:13 am, edited 1 time in total.
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Post by Prak »

well, I tried going mechanics first, but I pulled back to fluff to get that straight then I'll go for mechanics.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by AndreiChekov »

I would suggest writing the spells first. Then you have an actual clear written tier powers for what is happening.
Start simple with a list of every thing you want magic to do, then you can tier the levels of spells, or make simpler versions that aren't as strong for lower level effects.

Once you have done this, skills come next, and then races. You need to know what people can potentially do before you even know who they are.

As far as flavour goes, if people are buying in to playing your Norse Myth game, (which I would), they are people that already have some interest in that, and are not looking to play Norse Myth the Marveling.
Don't let shitty comics and movies ruin it, and if you do, leave a note on it so that people have the choice of having Thor with red hair.
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Post by Orion »

PhoneLobster is being an asshole, don't mind him. He apparently hates Norse for whatever reason but still wants to comment on Midgard. It's kind of true that once you have actually written out race abilities that other people can understand, he could look at them and assess their balance without having to talk much about norse myth and themes. But unless you roll out something perfectly balanced, such that your critics have nothing to say but "good job", then you have to talk fluff. Because if something is ubalanced, I'm going to suggest changes. And if I'm suggesting changes, I was those changes to support the fluff. Thus, the fluff becomes relevant.

I'm not so sure you need one race per world. You can do it if you want to; I think your game can support 9 races. But it's more work than writing 5, and if you want the race powers to be distinctive and powerful, a smaller list is both easier to balance and more memorable. If you're considering expanding, make sure you take a moment to think about how to do stats. Right now you have 5 stats and 5 races, each with +2 to one stat. Doubling up on that would give you 10 races, not 9. I think the solution would be to leave humans as the only race with a Might bonus, and double up the other 4 stats. Watch out for that bonus duplication though, because it introduces the first major risk of obsolescence. When you have just 5 races, it's almost guaranteed that they'll all be playable because of their unique stats. Someone playing a profession/specialization/build/whatever that runs on Wisdom would at least consider playing a dwarf racials were. As soon as you introduce a second Wisdom race, suddenly dwarves have to justify themselves by their abilities. (Not picking on dwarves specifically; I could have picked any example) Another way to deal with stat asymmetry would be to remove all stat mods entirely, although of course that makes it even more important for each race to get desirable abilities.
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Post by erik »

I had a whole post that I was working on last night before I passed out on the couch. Some substantial part of it was bashing the system on a few fronts, so instead I'll pare it down to the most important idea, and put asterisks by the words "interesting" and "interested" for comedic effect.

Having both mundane and magic skills working out of the same resource pool is a malignant fetus that needs to be aborted. You can either separate them entirely or make every skill linked to magic. I recommend the latter since that is more ambitious and interesting*.

Examples:
• Athletics gets mobility magic
• Rigging gets tentacle magic and some helpers like unseen servant
• Brawl gets bigby's hands or somesuch
• Disable device gets some abjuration stuff
• Handle Animal/Ride gets the various animal friendship/messenger spells and a couple summon animal spells

and on the other end...
• Necromancy gets Intimidation skill set
• Transformation gets Disguise skill set

If you cannot find a pairing then maybe either that skill or that magic school needs to go.

ex:
I don't know why grappling and brawling require different subsets.

This relates to races because the biggest problem with races for me is rooted in that they give skill bonuses and some are failures and some give spells. They're otherwise refluffled core races and I lack the expertise to weigh in on the fluff.


Okay, just one more thing. Forced March and Holding Breath are two traits that I will never care about and neither will you. A trait should be on the level of something that comes up maybe once every session or at least every other session. If it comes up once in the character's life span or less, then it better be something outstanding like "You have two lives." If Manligr got Improved Pie Eating instead of Relentless then I would be more interested. In fact, Very Interested*.
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Post by Orion »

Do you get spell slots for each magic skill, or do you have one set of spell slots, which you fill with spells from any of your magic skills? If the latter, then after everyone takes like 2 magic skills, there could actually be a reasonable trade-off between getting more spells known and getting more other utilities.

Also, if you're going for crazy endurance as the human theme, their wyrd ability needs to, at minimum, restore actual HP. Maybe ability damage or level drain too, or whatever other weird crap happens to people in this game.
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Post by Prak »

On magic resources: I want to avoid Vancian casting. Each skill has a different resource management scheme though. Binding and Necromancy require you to prep stuff ahead of time, Divination, Heal and the alchemy portion of Transformation require downtime, Naturalism, Skaldry, Trickery and most Runes are the combat time casting. I haven't defined the magic system, but I know I don't want it to be vancian. More specifically than that, I don't know.
AndreiChekov wrote:I would suggest writing the spells first. Then you have an actual clear written tier powers for what is happening.
Start simple with a list of every thing you want magic to do, then you can tier the levels of spells, or make simpler versions that aren't as strong for lower level effects.

Once you have done this, skills come next, and then races. You need to know what people can potentially do before you even know who they are.
Ok, I can do that. I'll start sorting through magic. I know one of my goals is to condense shit so that there are nine different Cure or Summon Monster spells, just one that is always level appropriate.
As far as flavour goes, if people are buying in to playing your Norse Myth game, (which I would), they are people that already have some interest in that, and are not looking to play Norse Myth the Marveling.
Don't let shitty comics and movies ruin it, and if you do, leave a note on it so that people have the choice of having Thor with red hair.
Apparently I underestimate people. I'm always pleasantly surprised when people are better than I expect them to be.
Orion wrote:PhoneLobster is being an asshole, don't mind him. He apparently hates Norse for whatever reason but still wants to comment on Midgard. It's kind of true that once you have actually written out race abilities that other people can understand, he could look at them and assess their balance without having to talk much about norse myth and themes. But unless you roll out something perfectly balanced, such that your critics have nothing to say but "good job", then you have to talk fluff. Because if something is unbalanced, I'm going to suggest changes. And if I'm suggesting changes, I was those changes to support the fluff. Thus, the fluff becomes relevant.
At this point, I expect assholery on the Den, so it doesn't bother me. Usually. If he doesn't want to help on the fluff part, whatever. It became apparent to me that I need to develop the fluff so that I can develop abilities that make sense and are balanced, or at least roughly close enough.

On making all skills magical-
I had sort of considered this. There are currently 21 skills. If I collapsed wrestling into brawl, which there is less than no reason to, that makes them an even 20-
Mundane SkillsMagical Skills
AccuracyBinding
AthleticsDivination
BrawlHeal
DisableNaturalism
Handle AnimalNecromancy
NegotiationRunes
PerceptionTransformation
RiggingTrickery
Stealth
Tumble

Craft and Skaldry are omitted because they both already serve mundane and magical purposes

In earlier drafts, Rigging and Disable were the same skill, and I could combine them again since I have nine magic skills and ten ordinary skills to match up. Provisionally, I would match things this way-
Mundane SkillsMagical Use
Accuracy?
Athletics (subsumes Tumble)?
Brawl?
CraftMagical Item Creation
HealMagical Healing
NegotiationBinding
PerceptionDivination
Rigging?
SkaldryBuffs and sonic spells
StealthTrickery
Wilder LoreNaturalism

Negotiation gets Binding because Binding is all about making contracts anyway. Skaldry is your perform skill, so it stands on it's own. Heal allows mundane first aid stuff, so it likewise. Trickery in this model should lose it's charm stuff and be about illusions and glamours, while charm magic is moved to Skaldry. This aptly explains why Loki doesn't use charms, because he isn't a skald, but he is the foremost lawyer of Asgard and so has a high enough Negotiation score as to make no difference.
This leaves me with Necromancy, Runes and Transformation. Necromancy in Midgard functions by capturing souls and then putting them into corpses. It functions like Binding, in that you have to prepare the effect in your down time(a contract for Binding, a soul jar for Necromancy). I'm not sure what to do with this. Fluff wise, this is the process for Necromancy-
  1. Prepare a soul jar, requires a ritual procedure
  2. Find a soul and put it in the jar, this requires dominating the spirit
  3. Either use the spirit as an incorporal creature, or place the spirit into a corpse
To a certain extent this somewhat implies that necromancy is not it's own thing, but the application of several skills- Craft to prepare the jar, Negotiation to convince or dominate the spirit, and something like Binding to control the spirit as a Binder controls their creatures. Which... is actually a pretty satisfying answer, really. I'd considered combining Binding and Necromancy since they worked so similarly.

This leaves Runes and Transformation. Runes is 30 separate things, sort of, because it's about, er, using the runes. I have two ideas for this- one is to make Runes the magic of Rigging, and instead of invoking single runes, you're actually rigging up bindrunes of several runes to then produce an effect. The other is to drop Runes as a specific magic type, and say that runes are invoked in all magic. I think what I actually like most is doing both of those- all magic in Midgard invokes the runes, but then you can use Rigging to create bindrunes.

Finally, transformation is covering two things- alchemy/transmutation effects and shapeshifting. Shapeshifting can easily be primarily folded into Naturalism since you're mostly going to be turning into bears and wolves and birds and shit. Mending magic can be folded into Rigging, but I'm not sure where to place effects like improving materials/people. Maybe Healing, even for improving materials.... in fact putting alchemy into Healing works, since the goal of alchemy was to transcend mortality. So I guess Healing can subsume the alchemy function of Transformation. Then material transformation either uses Healing, as a side benefit of alchemy, or Crafting.

This leaves me needing magical applications for Accuracy, Athletics and Brawl.

Human endurance- what if their Wyrd ability allows them to gain the benefits of a full rest? That would recover fatigue, heal some hp, and an ability point/drained level.
Last edited by Prak on Wed Jul 22, 2015 9:36 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by PhoneLobster »

Prak wrote:On magic resources:... Each skill has a different resource management scheme though. Binding and Necromancy require you to prep stuff ahead of time, Divination, Heal and the alchemy portion of Transformation require downtime, Naturalism, Skaldry, Trickery and most Runes are the combat time casting. I haven't defined the magic system, but I know I don't want it to be vancian. More specifically than that, I don't know.
Fix this bit. It's wrong.
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Post by Orca »

Either Brawl or Athletics is going to be your source of feats of superhuman strength, right? The ripping-up-trees, shattering an enemies sword or armor, splitting rocks, maybe banging a hammer into a rock hard enough to create a deafening crash of thunder, etc.

For Accuracy maybe superhuman perception as well as eventually impossible feats of archery. D&D got the details of seeing things far off horribly wrong, but it's still true that it's hard to hit what you can't spot.
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Post by Omegonthesane »

PhoneLobster wrote:
Prak wrote:On magic resources:... Each skill has a different resource management scheme though. Binding and Necromancy require you to prep stuff ahead of time, Divination, Heal and the alchemy portion of Transformation require downtime, Naturalism, Skaldry, Trickery and most Runes are the combat time casting. I haven't defined the magic system, but I know I don't want it to be vancian. More specifically than that, I don't know.
Fix this bit. It's wrong.
Unhelpful comment is unhelpful, and not in an entertaining "raeg raeg raeg" way. Wrong how?
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Post by Orion »

Omegonthesane wrote: Unless you're saying Tom Hiddleston is blue with an icicle beard or something.
.
He is. At least, in the first Thor movie he temporarily appears to be turning into a blue ice dude or being revealed as a blue ice dude or something.
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Post by Omegonthesane »

Orion wrote:
Omegonthesane wrote: Unless you're saying Tom Hiddleston is blue with an icicle beard or something.
.
He is. At least, in the first Thor movie he temporarily appears to be turning into a blue ice dude or being revealed as a blue ice dude or something.
I meant literally the actor, because Film Loki spends nearly all his screen time looking like a normal Asgardian, and anyone who knows Marvel lore well enough to remember that detail is going to be able to get that Loki isn't originally a Marvel character.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by PhoneLobster »

Omegonthesane wrote:Wrong how?
All of it.

Magic resources someone asked? The answer, why... it's something, it's everything, it's nothing.

It's not a useful answer, it provides no useful information, all it does is strongly suggest a clusterfuck in the making that may never be completed.

We've already seen unresolved stumbles over different cost/duration/spell list schedules for written runes and memorized spells, now we know the same sort of mess is vaguely planned to occur in different ways all over the non-existent magic system?

And meanwhile even if the magic system gets it's act together and becomes something, nothing else about the general "fuzzy" direction of the rules for skills and, well, everything, in this would lead me to believe that the sort of strong balance, and formal complete rules that would be required to have a hope of getting all those different magic resource schedules to work side by side will ever exist in this game, and if it did, it probably wouldn't fit with the rest of the fuzzy mechanics.
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