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Post by greymarch on Jan 31, 2014 13:20:40 GMT -5
I like the idea of free-form magic casting within a set of guidelines, I played Mage for many many years but I think some more info on creating your own effects, or perhaps an example is needed. From what I understand the player can basically come up with anything under their skills purview and the GM basically think of a TN right?
Ex: Feleth is fighting a Morlock that ambushed her in an alleyway. She wants to use her Holography magic to create a flash of bright light in its face to blind it. The GM looks at the sample Holography effects and sees that effectively it would blind a creature similar to the "Blackout" effect but is only targeting one subject so decides to make it a TN 5 effect, and if successful will give the target a -[h] penalty to attack and defence rolls for [h] rounds. He decides since Morlocks have such senstive eyes that in this case he would increase the penalty on its rolls by an additional -1 if the spell is succesful.
So I guess the other question is, if a player can basically make up an effect whenever they want, what is the point in having a skill check to copy another casters spells? Or is creating a new effect supposed to be something that takes time and research instead of a spur of the moment kind of thing?
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Post by Mark Plemmons on Jan 31, 2014 14:05:02 GMT -5
An example sounds good, thanks! I'll use that or a version of it.
Here's my thinking: If your character 'sees' a spell being cast, he doesn't automatically know how to mimic it exactly. He could create his own spell that is similar (or better!), but if he sees a cryptid or NPC cast a really cool spell that he wants, he shouldn't be able to immediately duplicate it for free.
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Post by greymarch on Jan 31, 2014 16:02:43 GMT -5
So mechanically what would be the difference (if using the example above for the spell) of a caster just up and saying they wanted to come up with a "Dazzle" spell in the heat of combat versus seeing another Sorcerer cast it and want to copy it?
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Post by Mark Plemmons on Feb 3, 2014 9:48:41 GMT -5
To create a spell, the player has to tell the Director exactly what he wants the spell to do, and the Director sets a TN.
In your example, the mechanical differences between the existing 'Dazzle' and the new spell would depend on what the player comes up with, compared to what already exists. The player can GUESS what 'Dazzle' does by just seeing it, and can create his own version based on that. However, he won't know EXACTLY what 'Dazzle' does (range, duration, # of targets, etc.) unless he takes an action (or some time post-combat) to analyze it.
Make sense? Are you saying that copying a spell should take more time - or is there some confusion I'm causing?
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