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Post by ericfromnj on Nov 10, 2015 14:01:03 GMT -8
OK, I am using the alternate non-power point system for magic. Everyone gets a free edge starting out with the Arcane Background (Magic) with one spell.
I will also be using gritty damage.
One thing I would like to change is the backlash to where instead of doing damage it gives you a level of fatigue. I want that feeling of magic physically wearing a person down.
Is this feasible or due to a combination of Healing and Succor a bad idea?
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Post by jazzisblues on Nov 10, 2015 20:30:36 GMT -8
It's watering down the backlash a bit, but it should work fine.
JiB
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Post by ilina on Nov 15, 2015 19:34:32 GMT -8
Fatigue can still be a pretty painful penalty, even with access Succor. using Succor to bypass even a -1 from fatigue, isn't quite guaranteed. and with D10 spellcasting, you have a 50/50 shot of doing it. and well, wild cards have fewer fatigue levels than they do wound levels. and with even the full 3 powers. it isn't a guarantee everyone will have Succor. especially when there are many interesting powers to choose from. and well, even if you discount bolt and burst, or boost trait, there is still smite and speed, which are good for boosting combatants, entangle, which is good for binding players, obscure which is good for smokescreens, summon ally, which can provide you an experienced soldier, and even elemental manipulation, which has a variety of uses, and that is just basic Novice powers right there. so even with a 3 power limitation, not everybody would choose to employ Succor.
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Post by savagedaddy on Nov 29, 2015 5:05:02 GMT -8
OK, I am using the alternate non-power point system for magic. Everyone gets a free edge starting out with the Arcane Background (Magic) with one spell. I will also be using gritty damage. One thing I would like to change is the backlash to where instead of doing damage it gives you a level of fatigue. I want that feeling of magic physically wearing a person down. Is this feasible or due to a combination of Healing and Succor a bad idea? I for one like the idea of magical fatigue. However,if you want to make things a little more interesting (dangerous), I'd use Arcane Background (Magic) rules as written with a twist. They also get the Soul Drain Edge for free, but it is the only source of Power Points. You could also re-write Soul Drain to cause Fatigue on a failure (but a wound on a 1). I'd advise against Gritty Damage. IMHO it adds a step and requires bookkeeping that slows the game down considerably. As an alternative, I make characters apply wound and fatigue penalties before making their Vigor roll to Soak. Just my two cents.
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Post by trapcrafter on Dec 14, 2015 11:40:43 GMT -8
If you can find them online without buying the book itself, the Savage Worlds setting for Solomon Kane uses a non point based magic system where on a 1 of the arcane die the caster gains a level of fatigue as well as rolls for an effect on table.
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Post by savagedaddy on Dec 14, 2015 12:45:47 GMT -8
If you can find them online without buying the book itself, the Savage Worlds setting for Solomon Kane uses a non point based magic system where on a 1 of the arcane die the caster gains a level of fatigue as well as rolls for an effect on table. I have to agree. If you're looking for 'dangerous magic' Solomon Kane is your setting. Not only are there no power points, characters must use 1 spell component per Rank of the Power they are casting or suffer an additional -1 penalty per rank of the power. Though I'm not sure how FFF that would be at the table. Regarding the Solomon Kane's Spell Backlash Table, it is similar to the 2d6 Fright Table with the following effects. On a 2: Something from the spirit world has been disturbed by the caster’s dabbling and lashes out at him. He must make a Spirit roll at –2 or lose one die in his arcane skill permanently. If his skill die drops below a d4, he permanently loses his Arcane Background. Regardless, he also cannot use his powers for 2d6 days. On a 3: The character suffers a Wound. He also loses the ability to use his powers for d6 days. On a 4–5: The caster takes a level of Fatigue for 24 hours and can’t use his powers for a day. On a 6–8: The caster is left Shaken and is unable to use his powers for d6 hours. On a 9–10: The mental strain of dealing with such vast power has taken its toll. He is Shaken and can’t use his powers for d8 Rounds. On an 11: The caster is Shaken and may not use his powers for d6 Rounds. On a 12: The caster taps into a particularly potent source of magic and gains +2 to his arcane skill rolls for the next 24 hours. Personally, I'd adapt this to the draw of a card similar to the Weird Science Malfunction Table in SWD, with a Club representing #2 and a Joker representing #12.
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Post by ericfromnj on Jan 20, 2016 16:59:22 GMT -8
LOL. Thank you! Considering The Savage Worlds of Solomon Kane was my gateway drug into Savage Worlds it never occurred to me that what I really want to run is a modern take on Solomon Kane.
But there it is, and it feels right.
So again thank you!
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