Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Friday, March 14, 2014

Rifts Magic In Practice

Today, I want to talk about magic in Rifts. Don't worry, I'm not going to drone on about what magic is like in the Rifts setting, or complain about how it doesn't "feel magical" (a criticism aimed at any number of RPGs' handling of the concept). The Stabilizing Rifts blog has already done an excellent series of posts on the various types of magician characters in the game, as well as exploring the greater implications of magic upon the Rifts Earth milieu. (If you're somebody that wants to see the idea of magic in a post-apocalyptic science fiction setting taken seriously, I can't recommend these posts strongly enough.) Instead, I want to talk about the role magic is supposed to play in the game.

Magic is an integral part of the Rifts role-playing game, or at least, it's intended to be. It's essential to the game's backstory, in which what is initially a nuclear apocalypse accidentally triggers a magical, reality-rending devastation. Its presence in the setting is a large part of what sets Rifts apart from other science fiction or post-apocalyptic games. It's equally important to the North American setting the game originally presented, in which the (comparatively) technologically advanced Coalition States struggle to survive against malevolent practitioners of magic and supernatural beings. Or, if you prefer, it's a setting in which practitioners of magic and supernatural beings struggle to survive against the xenophobic and totalitarian Coalition. Or maybe it's the evil Coalition vs. the evil Federation of Magic...

The point is, the first major conflict laid out in the setting is fundamentally one of technology vs. magic, and it's not the only one -- Triax & the NGR would introduce a similar struggle (mecha vs. demons) in Europe. While the typical group of player characters is likely to include high-tech men of arms, practitioners of magic, psychics, and supernatural creatures, the backdrop is one of super-science vs. sorcery.

The funny thing is, magic isn't very powerful in Rifts. It's meant to be very powerful indeed, since it apparently poses a threat to a nation that fields thousands of skull-faced killer war machines on the battlefield. There are plenty of supernatural creatures that can put a hurting on an armored vehicle. But in play, it's hard to imagine even a group of magicians throwing down with mecha in a direct fight. Even after the introduction of nastier combat spells in Federation of Magic, the fact remains that high-tech weaponry does more damage, isn't limited by spell points (or P.P.E., in official Palladium parlance), and perhaps most importantly, can be used to attack many more times in a combat round than a magic spell can.

Kevin Siembieda has acknowledged this discrepancy several times. He argues that the true "power" of magic is in its unpredictable nature -- not that it's difficult for a practitioner to control, but the threat that somebody with the power to hurl energy bolts (without carrying a weapon) or to control people's minds would pose to a society obsessed with control like the Coalition. In terms of the setting, that's a strong case for magic as a scary thing. In practice, at the game table? Well, not so much. So you have to play smarter, says Siembieda. Magic spells in Rifts are often vaguely defined, so you have some leeway. Think outside the box, old school style!

Siembieda's argument for intelligent play makes sense, to a point. I have played a Mystic in Rifts for years, and quickly learned that a mage trying to go toe-to-toe with a mechanized foe in the firepower department isn't long for the world. The raw damage just isn't there, and in the rules as written, you're only going to be able to cast two Fire Ball spells per round, tops. Meanwhile, the man in the robot suit gets to fire at you four to six times, and if he hits you, you have to start over. (It's no mistake that one of the most popular house rules in Rifts, the "channeling" spellcasting system originally presented in an issue of The Rifter, dramatically speeds up magician characters' number of spells per round.) The key, for me as a player, was to pick spells that penalize, terrify, control, or otherwise "nerf" your enemies (and then either shoot them in the face with a laser rifle, or have your buddies do it) rather than to try to slug it out them.

The idea of magicians taking down these mechanized shock troops with low cunning and sneaky tactics has a certain "Empire vs. Ewoks" appeal, I suppose. However, at some fundamental level, it's kind of annoying that it's so hard to have a wizard striking down power armor-clad foes with fireballs and lightning in Rifts. I'm mostly okay with Rifts mages not being "the artillery" like they often are in D&D, but it still feels a little bit like a bait-and-switch.

Monday, October 18, 2010

Gaining Mastery

Is everybody sick of reading about spell mastery yet?


Too bad.


Here's the first draft of my spell mastery house rules. They're a bit clunky, and I'm open to suggestions on how they might be improved. Here goes:


Magic-users can achieve spell mastery. Any spell memorized by a magic-user can be replaced at will by a mastered spell of the same level or lower.


Magic-users who wish to master a spell must first find a mentor. Mentors are hidden mysterious beings - ancient, inhuman, possessed of alien intellects and appetites - that seek to advance their own goals, which most mortals find inscrutable. (None are of lawful or chaotic alignment.) Those that dwell in the material world are invariably found in inhospitable, near-inaccessible locales. Others must be entreatied in the otherworldly realms where they reside, be they nightmarish hells of impossible angles or gauzy opiate dreamlands. Though no two mentors are the same, they are universally temperamental and notoriously difficult to approach, each one first requiring a particular set of cryptic gestures, obscure passwords, outre offerings, etc. before any requests are entertained.


Furthermore, no mentor knows all of the spells in existence. (For example, Three-Headed Oul-Balam grants mastery in spells dealing with visual illusion and invisibility, while Glatth, Eater of Doves gives instruction in spells of travel, movement, and teleportation.) To research the means of finding a mentor capable of teaching mastery in a specific spell requires a significant investment of time and money.


The first time a magic-user attempts to find such a mentor, he must first invest 1500gp per spell level and one week per spell level desired, then roll under or equal to his Intelligence score on 4d6. Subsequent visits to a mentor who the magic-user has previously contacted cost 750gp per spell level, and the Intelligence check is made on 3d6. If the Intelligence check fails, the money and time are lost, and the magic-user must start again. If the Intelligence check is made, the magic-user has successfully contacted the mentor, and the chart below is consulted.


(The money and time represent mystical research of the proper etiquette, the purchase of the required offerings, and either an expedition to whatever inhospitable place the mentor inhabits, or the rituals - magical, drug-induced or otherwise - necessary to visit an otherworldly one. At the Labyrinth Lord's option, the costs in time and money may be waived if the magic-user and his PC companions agree to undertake an adventure in search of a hidden mentor.)


Spell Mastery Attempt Table (2d8) For a particular mentor, each roll below 12 provides a cumulative +1 modifier to future rolls on the table, until the result is 12 or higher. Once a result of 12 or higher is rolled, the modifier is reset.


2-3 What is the meaning of this? PC has offended the mentor somehow. Roll on the Spell Mastery Mishap Table below.

4-5 This should suffice. Mentor teaches PC a new spell of the Labyrinth Lord's choice. New spell is of the level in which mastery was desired, but is not mastered.

6-8 Is this what you seek? Mentor grants mastery in one spell currently known to the PC, but not the one the PC wanted (Labyrinth Lord's choice). If none of the PC's spells are those in which the mentor can teach mastery, see "This should suffice", above.

9-11 What have you done for me lately? Will grant mastery in exchange for a favor from the PC. Roll 1d6: (1-2) valuables (3-4) magic (5-6) mission. (The Labyrinth Lord should make the cost proportionate to the spell's power.) If the PC is unwilling or unable to pay the price, see "Get thee gone" on the Spell Mastery Mishap Table for consequences.

12-14 Very well; I shall show you the way. Mentor grants mastery in one spell of the PC's choosing.

15-16 You have long been a favorite of mine. Mentor grants mastery in two spells of the PC's choosing, and marks the PC physically in some fashion. (The Labyrinth Lord should devise a physical change that relates thematically to the mentor.)


Spell Mastery Mishap Table (2d6)


2 This I command. Mentor places a quest or geas spell on PC (no saving throw). Even if the mission is carried out successfully, mentor will not grant mastery.

3-5 The stars are wrong. Mentor refuses to grant PC audience. PC can try again in 1d8 weeks.

6-8 Get thee gone. Mentor ejects PC from premises and will provide no aid for 2d4 months.

9-11 Darken my door no more. Mentor casts PC out, will never be found by PC again.

12 I must despise you now. Mentor casts bestow curse on PC (no saving throw) and drives the character out, never to be found by PC again.


(These tables are based in part on Jeff Rients' "Suffer Fools Gladly" table in Fight On! #3.)

Thursday, October 7, 2010

Paths To Mastery

(For those who don't feel like reading this entire post: Yes, I'm still brainstorming my house rules on magic and spell mastery. No, I haven't got anything concrete yet.)

In my previous post, I introduced a concept I call "spell mastery", which allows magic-users to spontaneously cast certain spells. The rule, lifted from 3rd edition D&D and modified, seems workable enough, though it hasn't yet been playtested. I'm still trying to figure out exactly what process characters will have to undertake in order to gain spell masteries, but I do have some ideas.

I thought about awarding a set number of masteries based on the character's experience level, but that feels a bit dull, not to mention that it would mean that literally all magic-users would have mastered at least a few spells. I want spell mastery to feel more impressive than that. (Still, I'll probably give starting characters a mastered spell or two, most likely based on their Intelligence score.)

I also dislike the idea of creating schools or domains of related spells from which a character would have to choose. I thought long and hard about it, and in the end I feel that imposing a classification system on D&D's already reliable and mechanistic way of handling magic is just making the whole thing feel even more like a science (or worse, a technology). I've got no problem with players choosing to master spells that are related thematically, but I'm not going to force them to - if somebody wants their character to master ventriloquism, anti-plant shell, and teleport, I'm not going to object.

So, I'm thinking about making characters seek out a mentor in order to master spells. These mentors wouldn't just be old wizards that charge for magic lessons, though. I'm picturing something more like Fafhrd and the Grey Mouser's mentors, Sheelba of the Eyeless Face and Ningauble of the Seven Eyes: mysterious and inhuman figures whose goals are often inscrutable. Or they could be like the "Spirits, Partly Evil and Partly Good" described in the old demonology tract, The Goetia, who impart specific knowlege and abilities to those who call upon them, but are inherently unruly and untrustworthy (and will often seek to harm an unprepared or arrogant student).

Seeking a mentor would not be a quick or easy task. I could handle such a thing as a full-blown adventure - "Quest for the Cave of the Hidden Master" or what have you - but then I risk making the magic-user and his acquisition of spell masteries the subject of the entire campaign, relegating the poor fighters, thieves, and the rest to the role of bodyguards and henchmen. (There's already an RPG for that: Ars Magica.) My current thinking is that the best way to handle it might be something like the carousing table, to be used in the downtime between adventures, in order to keep one character's spell-questing from distracting from the meat of the campaign. Some kind of formula that lets characters convert earned gold and invested time into a chance at spell mastery, with a nice random mishap chart, I think...

Monday, September 27, 2010

Thoughts On Mastery

Good news, everyone! I've just created a house rule that will outlaw clerics forever. We begin bombing in five minutes.

Well, sort of.

Not long ago, I discussed a number of fiddly ways to handle my proposed removal of the cleric class from Dungeons & Dragons (or Labyrinth Lord, if you prefer). You may recall that by the end of it, I was ready to give up and just let the cleric stay. After all, what right had I to just rip one of the original classes out of the game, with no respect for its legacy? It's not as though I'm a stranger to backpedaling, especially when it comes to tweaking the core assumptions of D&D.

I'm backpedaling on my prior backpedaling. I'm reverting to my original idea: putting all the cleric's spells (and maybe the druid's and illusionist's, too) in the magic-user's basket.

There were a number of objections to this idea, most of them centering around the cleric's iconic status, the setting implications of its removal, and other issues of flavor. Frankly, none of these really bothered me, which shouldn't be surprising considering what I'd proposed in the first place. I have a pretty solid idea of how religion, faith, and priesthood work in my setting. It's not that these things won't exist in it; it's just that none of them are inherently magical. In Cosk, the gods don't just hand out spells to their faithful, in other words. (You might have priests that use magic, but in game terms, I think you can guess what class they'd be in my setup.)

The comment that was most troubling to my initial "lump 'em all together and let the player sort 'em out" idea was this one, from my fellow New York Red Box player Naraoia:

"The only problem that I can see is that it puts too many hats on the poor M-U's head. Is he going to be the guy who casts fireball, or heal serious wounds? Especially at low levels, it's tough enough to pick spells. If the DM is evil enough, every M-U is going to have to take cure light wounds as their first spell. And memorize it every single day."

Spell memorization! That's the problem, of course. Clearly, the answer is to just dump it! Easy, right? Well, no. I'm trying to put together a campaign that's recognizably old-school D&D here, and I've already made up my mind not to chuck Vancian magic in the bin, no matter how badly I may want to at times. So, what to do?

My idea is this: Let magic-users have "spell mastery". Any memorized spell can automatically be replaced by a mastered spell of the same level or lower. Let's say your magic-user knows three spells: charm person, magic missile, and cure light wounds. He's mastered charm person. He heads into a dungeon with cure light wounds memorized, in case somebody gets badly hurt. As it turns out, his companions find some healing potions in the dungeon, so nobody really needs that memorized spell, but it would be useful if the magic-user could charm a goblin they captured in order to learn the location of some treasure. Remember, the magic-user has mastered charm person, so he can automatically trade that memorized cure light wounds spell for charm person and proceed to make a new best friend.

(Anybody who's played some version of 3rd edition D&D will recognize this as a warped version of the cleric's "spontaneous casting" ability. I happen like this mechanic a lot, and think it's worth stealing.)

Obviously, the next step is figuring out how magic-users get masteries. I could just hand out a certain number per level. I could make characters spend money for training, much like weapon mastery in the D&D Rules Cyclopedia, or use something like Jeff Rients' well-received carousing rules to determine whether a spell was successfully mastered. I've got a few ideas as to how this could work, but first, I'd like to see what repercussions my idea would have on the way the game is played. So, let me know what you think.

Monday, September 13, 2010

More On Magic (or: Moron Magic)

My last post outlined my plan to merge the magic-user and cleric spell lists. Upon further reflection, and taking into account some of the excellent points raised in the comments, I'm pretty sure that I am going to head in a different direction, namely: to remove the cleric class and then create something else to stand its place.

I've had a few different ideas on how to accomplish this, many suggested by commenters on the previous post:

I could simply create a cleric variant that is closer to the magic-user in terms of its hand-to-hand combat effectiveness - weapons, hit points, and the like - but retains the same spells. The "flavor text" of the class would be changed from an armored servant of a god to a magician specializing in spells of protection and healing.

Another possible course of action goes like this: Eliminate the spellcasting classes as they currently stand. Lump all of the spells in the rulebook together and then reassign them to new spell lists, each with its own class. My guess is that there would be at least two, possibly three or four classes when all was said and done - maybe a "white mage", a "black mage", and a "witch" with illusion and nature powers? This solution is one I've considered before, but it's not without its own potential pitfalls. For one thing, I would have to figure out exactly what kind of spells the ranger and paladin classes receive at high levels. Also, I'm worried it might be overly complex. Something about the idea smacks of 3rd edition D&D to me. That's not the feel I'm going for.

More or less independent of these possible courses of action, I'm also thinking about creating a "universal" spell list - a dozen or so 1st-level spells that any magic-using class would be capable of adding to their spellbook and casting. I'd like to make it so that even an attack-oriented class like the "black mage" would be able to cast a simple healing spell, and that a "white mage" could likewise zap a foe if need be.

An even more radical idea would be to split up all of the spells into themed lists, like "fire spells", "detection spells" or "healing spells" and give spellcasters a choice of one or two lists (possibly with access to more as they increased in level). This is similar to the approach taken in Rolemaster. It's also reminiscent of the cleric's "spell domains" in D&D 3rd edition. This idea appeals to me on a mechanical level, because it would make D&D magic work a lot more like some systems that I've enjoyed in the past, but again, it'd add a lot of complexity and might be wrong for the old-school feel I'd like to evoke. It would also mean a lot of tinkering with the classes, and frankly, I don't know if I'm up for that. It'd take time and expertise that I'm not sure I have at my disposal. (The irony that it would mean I had basically turned the magic-user into a cleric, rather than the other way around as I had originally proposed, is not lost on me, either.)

I'm a little worried that these are all potentially game-breaking ideas, and I have to admit that I'm starting to wonder if I wouldn't be better off just leaving the classes as is...

Friday, September 3, 2010

The Guy What Uses Magic

I hit the same stumbling block every time I start making a setting for D&D. I map the place out, I come up with a basic idea of what the theme is, a vague idea of history, religion, culture, and all that good stuff. Then I start thinking about magic.

This probably won't endear me to the OSR community, but I kinda hate D&D magic.

All right, "hate" is a strong word, but I've played a lot of fantasy role-playing games, and I'm not exaggerating when I say I liked the magic systems in every single one of those games better than D&D's. This is the reason why practically every D&D setting that I think up gets moved to a different RPG when it really starts to take shape: the assumptions inherent in the D&D magic system rankle me. (My idiosyncratic Freed Lands setting, which will probably never see any actual play at a game table, was originally intended for Castles & Crusades. But now that it's taken the weird shape that it has, it would hypothetically use BRP or RuneQuest II.)

Anyway, I'm resisting that urge this time around. I'm not going to rip out the so-called "Vancian" spellcasting system for this one - frankly, it's just too much trouble, and I'm intentionally trying to make something that's recognizably D&D. Cosk is set up for a relatively traditional old-school adventuring model, so I want to keep the races and classes recognizable, for the most part. (No trisexual lizard people or egg-laying naked mole rat dwarves this time around.)

Still, even after I make my peace with Vancian magic, I still have beef with another weird idea D&D introduced. I'm talking about the cleric/magic-user split.

Accounts from people who played with Dave Arneson when D&D was in its nascency say the cleric wasn't one of the initial character types. The class was introduced when somebody wanted to make a character who could take down a vampire PC who had been causing a lot of trouble. Beyond the interesting fact that player vs. player infighting wasn't frowned upon, I'm intrigued by the idea of how the game worked before this Van Helsing character class was introduced. Was there magical healing at all? Resurrection spells? Turning the undead? Man, the undead must have been scary as hell without the cleric's turning ability.

At some fundamental level, I don't get the cleric. Apparently, sometime between its introduction at Arneson's table and the publishing of the original Dungeons & Dragons game, the class morphed from its Peter Cushing undead hunter roots into some weird, heavily armored, spellcasting healer-guy that can only use blunt weapons. I know the edged weapon prohibition was based on some historical individual whose name slips my mind, but D&D's cleric isn't exactly a strong fantasy archetype, at least at the time it was published. It's certainly become one thanks to the game's wide-ranging influence on the genre, but that's beside the point. (I can't help but wonder what would have happened if it was the vampire class and not the cleric that made it into the little brown books.)

I'll cut to the chase. The idea's pretty simple: I'm considering taking the cleric spells, giving them all to the magic-user, and dumping the cleric class entirely. (Since I'm using the Advanced Edition Companion for Labyrinth Lord, people who really, really want to make a crusading warrior-priest can make a paladin.) There's something appealing to taking the magic-user - the class that would later become known as the wizard - and giving him all of the magic, making its name more accurate in the process. The magic-user would be the character class that uses magic.

Given some of the truly crazy stuff the magic-user as written can already do, I can't imagine that letting them heal people is going to break the game, mechanically or thematically. I don't want to be rash, though. Despite years of playing D&D on and off, I'm far from an expert on the minutia of all those spells. I'll admit that I have no idea how this would actually work in play, but I'm sure I'm not the first to think of this. (In fact, I think James Maliszewski has discussed trying this very idea, but I'm not sure if he ever has, as I know he's not as big a fan of sweeping rules changes as I am.) So, if anybody out there has tried this, or something similar, how did it work out?

(And since I am using the Advanced Edition Companion, what do I do with the illusionist and druid spells? Give them to the magic-user too? And how would this affect the elf class? Hmm.)

Friday, March 13, 2009

Magic Items Are Dumb

The biggest thing that bothers me about D&D - any edition - is the prevalence of magic items. They're bland, they're too common, they don't feel magical... anybody who's been playing the game for a while has heard these criticisms. In fact, they've probably voiced them at one point or another.

Magic items served as a way to mechanically differentiate your character in early editions of the game, when one 5th level fighter was much the same as another. Dragon magazine would publish multiple articles decrying "Monty Haul" DMs that handed out magic items like candy corn on Halloween. Yet every NPC in the published modules and campaign settings was bristling with the things.

The "game balance"-focused design 3rd edition made things even worse by hardwiring magic items into its expectations for characters of a certain level, so that if for some reason you didn't have the "expected" items by the time you hit a certain level, you were going to get creamed by the encounters that had been designed for you.

I like 4th edition plenty, but where it really dropped the ball was on magic items. Early previews and hype coming out of Wizards of the Coast promised that the days of carrying around six different magic swords were over, but really, all the game did was make it more obvious how many points of bonuses you were supposed to have by the time you hit a certain level. Also, the game made it even easier for characters to create their own magic items. This is sort of good, because it means that you're no longer just hoping the DM gives you the "right" items - you can just make them yourself. This is also sort of dumb, because the real solution would have been to just make the characters competent enough that they wouldn't need piles of magic items.

I currently play a wizard in a weekly 4th edition game, and I guess it's neat that our characters can pretty much get whatever they need when we need it, but it seems really flavorless and boring to just say "my wizard spends 3000 gp and makes a sword +2" or whatever. I understand that the 4th edition designers were just trying to make it easier for players and DMs to do what they had already been doing for years, but really, I think the "D&D adventurers are magic item Christmas trees" trope is one that should have ended up in the junk heap along with "fire and forget" spellcasting. I can get behind the idea of a character with a magic sword, or magic boots, or a magic shield. I'm less interested in a character that has all three.