Forum Overview :: Baldur's Gate II: Shadows of Amn
 
Re: RPG magic system mechanics musings by Bill Dungsroman 03/03/2003, 10:54am PST
Entropy Stew wrote:

So, most magic systems in most rpgs are based upon Levels or some shit. Bleah. Historically, magicians have been fruity fellows closeted away with their alchemical gear, or mediatations, or naked witchx0r type rituals. What do these studies look for? Attunement, Skill, and raw Power.

Attunement: How aligned with a certain type of magic you are. In the magic engine, this would translate into certain magic archetypes (Elemental, Psychic, GothWiccaEyeshadow, etc) being divided into circular continuums.
Example for Elemental:

  E W
D     C
  F A


Key: D=Destruction, EWAF=Captain Planet, C=Creation

Imagine thats a circle. Note the placement of elements being across from the opposing element. Now, say theres a max of 100% attunement. Having 50% attunement in Earth would really fuck up your ability to attune to air, but would have a lesser effect on elements closer in the continuum. Attunement would be gained through usage of the corresponding school of magic, spell buffs, meditation (I envision this as restoring your attunement to a certain user-defined balance), items, etc. Attunement would also serve as the means by which resistances are gauged (an affinity for earth creates a corresponding weakness to air). An attunement debuff could also be effected by buffing the opposing element.

This strategy could also work for weapons, etc. Just have a continuum of different weapon types. The more you use it, the more you're attuned. Start to use a different weapon, and you lose attunement with the first.


Stop right there. Now, I like this idea in theory. We'll have to assume that this system is for PnP games, or that some control exists in a computer game to keep people from Daggerfalling - i.e. facing a wall and shooting lightning bolts at it to up your magic levels. The same principle could easily apply, and it's why so many RPGs reject usage-based skill improvement.

Entropy Stew wrote:

Skills:
Raw knowledge of how to do something. Tree based. No limits?. If yes, retraining your attunements can effectively serve as a class change if you've got the necessary skills and items.

Power:
Attributes + Items. (ie strength + sword quality; wisdom + tome quality). Different types of power (melee, poison, elemental (specialized like elemental:fire would give far greater boosts than generic), psy etc).

-/ES/-

This post brought to you by the toilet and a lack of reading material


I'm figuring that you can rapidly gain attunement in just one axis of one discipline (magic or martial/weapon), or you can build slower in more than one axis in the same discipline, and yet slower still if from more than one discipline. So, say, an Assassin could focus on dagger/short blade weapons, illusion magic (to become invisible, etc.), and a balance between moving silently and infiltration.

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RPG magic system mechanics musings by Entropy Stew 03/02/2003, 8:46pm PST NEW
    See also: Arcanum NT by TAFKAM 03/03/2003, 5:59am PST NEW
        See also: sucks NT by FABIO 03/03/2003, 12:32pm PST NEW
    Re: RPG magic system mechanics musings by Bill Dungsroman 03/03/2003, 10:54am PST NEW
    HERE'S A NOVEL IDEA by THE HOLY GOAT OF POWER 03/03/2003, 11:54am PST NEW
        Re: HERE'S A NOVEL IDEA by FABIO 03/03/2003, 12:31pm PST NEW
        Re: HERE'S A NOVEL IDEA by Bill Dungsroman 03/03/2003, 1:08pm PST NEW
 
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