Post by logan9a on Oct 19, 2019 13:05:48 GMT
This system is all built on pieces. The PC's try to learn various pieces then build those up (via skillwhoring) until they get the individual pieces they want to use in a spell up to 30% or higher.
Once the PC has enough pieces to make a complete spell all at 30% (or higher) they can assemble them into a spell. The more pieces, the more MP the spell will cost. Certain pieces are needed just to make the spell go.
For major magics, when you cast the spell you don't get a check in the spell - you can instead have a check in one of the pieces. Your choice as to which.
The spell percentage chance of working is the same percentage as the lowest piece of the spell.
Some pieces (when you get a crit on them) will lead to other more advanced pieces. Others do not.
Note that this same system (and I'm thinking the same skills with some exceptions) will be used in creating ones 'artifacts'. For simplicity I'd have the pieces not only be the same but at the same percentage. One of the differences would be that once a 'piece' is installed in your artifact you wouldn't need to continue putting it in there. (This sounds vague as hell but when I have more to show it will make more sense).
Here is a possible example (note - this is super early days and all this stuff may change - I just wanted to give an idea of how it would work):
Pieces: (range: self) (duration: instant) (resistance: NA) (flavor: light) (effect: replenish stun) (casting time: 1 round)
The GM would then go to the GM and present their pieces, idea for the spell, get told 'I think that will fucking break the game, get real' then rework it into something that will pass muster. Note there will obviously be more to it, I just wanted to show the general shape of things.
After the PC has enough pieces for a spell (note: I may just give out a certain number of pieces -possibly chosen, possibly random) to PC's who discover 'where to get this shit' in order to facilitate a play test.
Once the PC has enough pieces to make a complete spell all at 30% (or higher) they can assemble them into a spell. The more pieces, the more MP the spell will cost. Certain pieces are needed just to make the spell go.
For major magics, when you cast the spell you don't get a check in the spell - you can instead have a check in one of the pieces. Your choice as to which.
The spell percentage chance of working is the same percentage as the lowest piece of the spell.
Some pieces (when you get a crit on them) will lead to other more advanced pieces. Others do not.
Note that this same system (and I'm thinking the same skills with some exceptions) will be used in creating ones 'artifacts'. For simplicity I'd have the pieces not only be the same but at the same percentage. One of the differences would be that once a 'piece' is installed in your artifact you wouldn't need to continue putting it in there. (This sounds vague as hell but when I have more to show it will make more sense).
Here is a possible example (note - this is super early days and all this stuff may change - I just wanted to give an idea of how it would work):
Pieces: (range: self) (duration: instant) (resistance: NA) (flavor: light) (effect: replenish stun) (casting time: 1 round)
The GM would then go to the GM and present their pieces, idea for the spell, get told 'I think that will fucking break the game, get real' then rework it into something that will pass muster. Note there will obviously be more to it, I just wanted to show the general shape of things.
After the PC has enough pieces for a spell (note: I may just give out a certain number of pieces -possibly chosen, possibly random) to PC's who discover 'where to get this shit' in order to facilitate a play test.