Context:
Laertes wrote:I'd be interested to see that too. I have a massive amount of respect for Ars Magica's system (it actually... wait for it... works) and would be interested to see what people here make of it.
FrankTrollman wrote:You're being a little generous. I've never met two people who think that Spontaneous casting works the same way. The guidelines aren't much use when we get away from simple shit like inflicting damage. Even simple bullshit like "I want to grow a horn out of his head." Is that "Muto" or "Rego?" Keep in mind that horns are made of the same material as fingernails, and it is biologically possible for keratin to start growing in a different place than the ends of your fingers.Laertes wrote:I'd be interested to see that too. I have a massive amount of respect for Ars Magica's system (it actually... wait for it... works) and would be interested to see what people here make of it.
Back in I guess it must have been 3rd edition, I would simply routinely take the disadvantage where I was shit at spontaneous magic and had a bunch more fixed spells. Not because spontaneous magic was necessarily a bad deal, but because I just didn't want to have the argument that would inevitably happen if I tried to use the spontaneous magic rules.
-Username17
Meikle641 wrote:Why shouldn't an effect be reproducible with different methods, though?
FrankTrollman wrote:Because the different methods determine what your bonus is on the die roll to do it, and you're doing it "spontaneously," so you have to convince your "storyguide" that your preferred (that is, best bonus) method of pulling off an effect is valid in the middle of the action.Meikle641 wrote:Why shouldn't an effect be reproducible with different methods, though?
The "horns on the head" example is one which I just pulled out of my ass, and the question of whether or not you can use "Rego" to it hinges on whether or not it is "according to nature" for horns to grow there or not. This is not a simple question, because causing a bare stick to blossom and bare fruit right before your eyes in the middle of winter is an example of something that is within nature. And you have to have this discussion of metaphysics and biology in the middle of your action to determine whether you get a relative +2 on the roll or not.
The issue here is that the limits and extent of the various forms are actually totally incoherent and if you want to get at all creative the basic nonsensical nature of it all comes through. It's a problem. One which I personally solved back in the nineties by just giving up spontaneous magic altogether and getting fixed spells instead because they had less arguments and fuckery.
-Username17
Laertes wrote:"Horns from the head" is a shitty example, but I understand your point. For what it's worth, that's very definitely Muto Corpus Animal.
To be honest, that's not a point I've ever seen become a real problem in play. Even the much vaunted "pink dot" issue is mostly something you hear people whine about online rather than actually see become a serious matter in play. The only issues we've had that have really derailed a game have been:
a) Verditius can be really powerful if the GM wears kid gloves and doesn't play antagonists as being intelligent.
b) The game succumbs to High-Level-itis at high levels (that is, it runs out of credible villains and interesting new things to strive for.)
c) Chaotic Magic. Seriously, that one flaw causes enormous headaches.
I'm fine with abstraction in general. I swing a sword, I do damage. That dude swings a sword harder and does more damage. The other dude stabs a knife into someone's kidneys and does more damage than stabbing into someone's leg. I suppose there could be people who'd prefer to benefit from stating that it was a one-handed sideways slash vs a two-handed downward thrust or... whatever... but I don't actually care enough to deal with specifics on that level. Dude's dead.
But for magic, that's not sufficient - at least, not for me. Perhaps it's the novelty of it, the seeming potential, or whatever, but if I'm given a magic system I will explore it thoroughly and the only reason I ever refrain from breaking games when I've found out how is because I know other people may not want to play that game. I think I'd have a lot of fun using magic creatively to upset national economies and bootstrap tech and whatever else. I'll still look at it in theory, though. And that's all well and good, until we get to the part where the rulebook or the MC says "no" and I say "why?" and they say "'cuz". Or some other unpredictable arbitrary thing. I almost always see magic as science and so unpredictable whatever grates on me. I am in a Mage game currently and there is no way to guess what the rules are for gathering quintessence at any given time. At this point I'm just like "I want more quintessence, roll for me or something" because it is literally never the same. But if it was, I'm pretty sure I could use that to gain an overwhelming advantage! And then new rules would be made up on the spot to make it not work, and they wouldn't fit in with the previous ones, and it makes me wonder if anything with that much apparent potential has to be capped off by fiat.
Anyway my question is, is it feasible to have a flexible magic system of this sort? I'm leaning toward no. In fact, I'd be kinda surprised if there was one that even managed to be better (as in "more time playing and less time arguing") than MTP. And if that's the case, I'm sad.