tag:blogger.com,1999:blog-2290828421410624791.post3584379700703034957..comments2024-03-14T10:32:29.233-05:00Comments on Blood of Prokopius: OD&D Magic Champions StyleFrDavehttp://www.blogger.com/profile/00459281821319914530noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2290828421410624791.post-25579493065916065162010-05-24T10:54:46.802-05:002010-05-24T10:54:46.802-05:00I'm trying something like this myself. I'v...I'm trying something like this myself. I've made a class generator and a semi-functional monster generator.<br /><br />At http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/VancianSpells/ActiveSpellsList.aspx?c=1, someone has used the Champions 4th Ed system to create every D&D spell. I don't know how useful it will be, but somehow had mentioned it.<br /><br />I'm looking at the D6 Fantasy rules to see if I can use their system. There's a simple and advanced method that feels straightforward. I'll let you know if I get anywhere.sycarionhttps://www.blogger.com/profile/13741233143540350684noreply@blogger.comtag:blogger.com,1999:blog-2290828421410624791.post-43264863491800855892010-05-15T17:06:48.219-05:002010-05-15T17:06:48.219-05:00I like your approach. I'm doing this for my &q...I like your approach. I'm doing this for my "Fractured Ways" adventure setting, only I go one step further by letting the player decide which elemental form they conjure to power such spells.<br /><br />Magic Missle can be a bolt of lightning, fire, acid, etc. But the damage, range, and area of effect are determined by how many "points" (levels) they put into the spell. <br /><br />This elimates the need for spell lists by letting the player choose a few variables, coming with a cost or spell level and applying in against their "Spells per Day" chart.<br /><br />This sort of "behind the scenes" approach to magic, for elemental spells anyway, covers all of the "Missle", "Wall of...", "Fireball", and "Meteor Swarm" spells by making them specific examples of a larger, flexible system.Hobo Ogrehttps://www.blogger.com/profile/05431382722661731621noreply@blogger.comtag:blogger.com,1999:blog-2290828421410624791.post-24586803939819416992010-05-13T17:27:36.102-05:002010-05-13T17:27:36.102-05:00Talysman,
Thanks for the links and for your ideas...Talysman,<br /><br />Thanks for the links and for your ideas. Unfortunately, this is not as helpful as I had hoped. I started with damage causing spells, because they are simple; however, I am <i>also</i> trying to include all of the various special effects from the OD&D spell list. I happen to be a big fan of utility spells. When used creatively, they can be far more effective than pure combat spells.<br /><br />For example, I once took out a group of mounted skeletons using a ball of twine and an <i>enlarge</i> spell. As someone who played a lot of spell casters over the years, I am not interested in ridding the game of this kind of creativity.FrDavehttps://www.blogger.com/profile/00459281821319914530noreply@blogger.comtag:blogger.com,1999:blog-2290828421410624791.post-950264164220581632010-05-13T14:55:57.338-05:002010-05-13T14:55:57.338-05:00That's actually sort of the way the alternate ...That's actually sort of the way the alternate Microlite 20 spell system worked. I tracked down the thread <a href="http://forum.microlite20.net/viewtopic.php?f=2&t=141" rel="nofollow">here</a>. The OP presents a set of ideas, including the magic system, which has different base damage for touch, ranged, and area effect spells. You purchase damage effects or healing effects. Later in the thread, I counter-proposed adding damage resistance and non-combat spells: each spell level is worth 1 die of effect (damage, damage resistance, healing,) or a broad +1 bonus, or a narrow +2 bonus, or one color adjective.<br /><br />I later developed a related system -- actually, a way to convert The Fantasy Trip spells, weapons and talents to Microlite 20 -- in something I called <a href="https://docs.google.com/Doc?docid=0AfA4UbFahg79ZGR4a2d6djVfMTBkN2s5OXJmNw&hl=en" rel="nofollow">Lowlite6</a>. It might be useful, even though it's not strict D&D.<br /><br />Of possible interest: there was a Dragon article some time back about creating custom spells, which worked somewhat the same way: take a base spell, add 1 level for each addition effect. It also talked about varying range, duration, area of effect, and casting time by doubling one of the first three and halving two of the others, or cutting one of the others to one-third, or tripling casting time.Talysmanhttps://www.blogger.com/profile/02162328521343832412noreply@blogger.com