Jan. 13th, 2004
beginnings of a system
Jan. 13th, 2004 01:24 pmSo I've been putting a lot of thought into the rule system for my mage game and here are a few of the things I've decided on.
1. Character creation is going to be done using the tabletop Mage system, Mage the Ascension for Mages and Mortals and Sorceror for special types. These will be the character sheets for the people involved, not MET but tabletop.
2. standard challenges will be done using Rock-Paper-Scissors based on a comparison between a difficulty and the attribute+skill of the participant. the relation between these numbers(equal, less than, greater than, a lot less than, a lot greater than...) determines whether a tie is a win or a loss and whether there is a chance of superior success or botch. All standard challenges will have a maximum of three throws of RPS including damage.
3. dynamic magic challenges will function similarly but will involve a chop for each level of arete, which will count as successes to be attributed in the doing of things. Fast casting will be discouraged, though prepared magic will be allowed to be cast swiftly.
3.1 I will encourage all mages to formulate specific possible uses
of their magic beforehand at interludes, in order to facilitate
faster casting of magic during the games.
4. static(hedge) magic challenges will function as a combination between these two, with a series of chops based on an attribute+skill delineation.
5. The standard difficulty for normal tasks will probably be a five, though it may only be a four.
Some things I am considering:
1. I am considering limiting mages to a 6/4/3 attribute distribution, to keep the playing field level and to represent the fact that mages are still mortal.
2. giving mages variable numbers of spheres and freebie points depending on their arete level. This would represent a more holistic system of development rather than simply the wiser mages being simply the more specialized ones, while the unexperienced are very broadly experienced.
3. allowing experienced consors to assist mages in the learning of spheres through theoretical knowledge. i.e. A former research assistant to an arete 8 son of ether probably knows enough about the theories of matter magic to teach a Son of Ether with only one dot in matter more than a few things.
4. Placing limits on how mages can spend freebie points, so that the more normal consors have some things available to them.
Feedback?
1. Character creation is going to be done using the tabletop Mage system, Mage the Ascension for Mages and Mortals and Sorceror for special types. These will be the character sheets for the people involved, not MET but tabletop.
2. standard challenges will be done using Rock-Paper-Scissors based on a comparison between a difficulty and the attribute+skill of the participant. the relation between these numbers(equal, less than, greater than, a lot less than, a lot greater than...) determines whether a tie is a win or a loss and whether there is a chance of superior success or botch. All standard challenges will have a maximum of three throws of RPS including damage.
3. dynamic magic challenges will function similarly but will involve a chop for each level of arete, which will count as successes to be attributed in the doing of things. Fast casting will be discouraged, though prepared magic will be allowed to be cast swiftly.
3.1 I will encourage all mages to formulate specific possible uses
of their magic beforehand at interludes, in order to facilitate
faster casting of magic during the games.
4. static(hedge) magic challenges will function as a combination between these two, with a series of chops based on an attribute+skill delineation.
5. The standard difficulty for normal tasks will probably be a five, though it may only be a four.
Some things I am considering:
1. I am considering limiting mages to a 6/4/3 attribute distribution, to keep the playing field level and to represent the fact that mages are still mortal.
2. giving mages variable numbers of spheres and freebie points depending on their arete level. This would represent a more holistic system of development rather than simply the wiser mages being simply the more specialized ones, while the unexperienced are very broadly experienced.
3. allowing experienced consors to assist mages in the learning of spheres through theoretical knowledge. i.e. A former research assistant to an arete 8 son of ether probably knows enough about the theories of matter magic to teach a Son of Ether with only one dot in matter more than a few things.
4. Placing limits on how mages can spend freebie points, so that the more normal consors have some things available to them.
Feedback?