Sunday, June 1, 2025
A is for Alignment
Tuesday, February 16, 2021
Off the Rails
As I'm sure I've written before, the problem with not posting for a month (or more) is that the brain keeps working and the ideas/concepts keep accumulating and you end up with a bunch of random detritus you want to talk about and no good way to organize it into something manageable.
*sigh*
Ah, well. Guess I'll start with the title.
The AD&D game with my kids continues (sporadically) and they're doing fine and still rather enthusiastic about the game. But (of course there was going to be a but, right?) I'm having...um..."issues." It's not the system, or the complexity, or the rate of advancement, or the game "tone" that's bothering me. Nor is it the attention to detail or the depth of simulation which (despite adhering to the rather abstract AD&D rules) is (still) pretty deep. All that is well and good.
It's just that...mm...the thing lacks "magic."
How to put this...hmm. An idea came into my head a few days ago; an idea that took the form of a couple questions and a couple answers. For the benefit of my readers (and my own sanity), I'll go ahead and type 'em out so they stop rumbling around my noggin:
- Why did Gygax end up adding so many new spells to (the original) D&D rules, beginning with the Greyhawk booklet ("supplement 1")?
- Why did Gygax end up adding so many new monsters to the game (see Fiend Folio and the Monster Manual 2 for plentiful examples).
I have come to believe that the answer to both these questions is: because he needed to.
After all the work I've done over the last 11+ years of writing this blog, I consider myself something of an expert on the B/X edition of D&D, and a passingly knowledgable mind when it comes to OD&D as well as other "basic" editions of the game. With regard to AD&D, however, I barely scratch "journeyman" status...yes, I can run the game just fine using the core three books, even down to running an unarmed combat with the system given in the DMG. I can parse out the initiative sequence and make use of speed factors and whatnot, I can locate drowning rules and wilderness travel rates, and have a good head for encumbrance and what constitutes "bulky" armor. I've got a handle on the basics of the game.
But I don't know everything. Not in a truly comprehensive way, not by a long shot. Not in a way that allows me to take in and digest the game as a whole and manufacture something that makes use of its various nuances.
This became readily apparent to me when I was listening to last week's Grogtalk podcast (their "Valentine Special"). The use of two monsters from the MM2 in their playtest adenture (the "annis hag" and the "stench kow") completely threw me for a loop...despite having owned the book for decades, I had no idea that these creatures were even "a thing," and simply assumed that the monsters in Carlos Lising's game had been specifically created from whole cloth for the module. Not so; Carlos was utilizing the AD&D resources that he's become familiar with over decades of constant AD&D play. Then there was the (frankly hilarious) discussion of various hybrid creatures and PCs that took place over the last 40 minutes or so of the special (interbreeding and "love connections" being part of the Valentine theme)...it raised all sorts of valid questions like: Just why the hell are there half-elves in the game anyway? All issues of disparate cultures aside, the sheer magnitude of longevity difference between the species makes any sort of romantic relationship incredibly unlikely. What elf wants to marry (or dally with) a human whose lifespan isn't even a tenth of her own? What elven parent wants a child that will age and die before she's even reached middle age?
Kind of crazy...once you consider it. Which I hadn't. Because I'd been too intent just running the game.
And that's the thing. Focusing on the simple nuts and bolts of the system and the game world...things like halberd formations and goblin motivations and market economics has been a "drill down" that sacrifices the forest for the trees. Resulting in a game that has been interesting and (in its way) "logical," but lacking in magic. Not magical items or wizards per se (though both these things have, to date, been rare in the game)...I'm talking about the magic of playing a fantasy game in a fantasy world. Not going gonzo and nonsensical but certainly "off the rails" more than negotiating relations between humanoid tribes and the local human garrison. Jesus, this is a game that contains the Machine of Lum the Mad for goodness sake! Shouldn't it be a bit wilder than the step-and-fetch (or seek-and-destroy) of a 5E scenario?
[wondering what I'm talking about? Check out the 5E "Essentials Kit" for examples. Here's one: take a message to a logging camp. Fight some ankhegs. Return for a reward. Go to an apothecary hermit with a message. Fight a manticore. Return for a reward. That kind of thing...]
It brings me back around to those questions above (and my presumed answers for them). Gygax didn't just add astral projection and gate to the spell list of Greyhawk just because he wanted to fatten the page count, nor did he throw owlbears and beholders into the book just for the sake of creating new intellectual property. Things like probability travel, nightmares and devils, liches and golems, artifacts and relics...these were things that were used...they weren't just added to show "what is possible" or define parameters of the game or "fill in niches" (like aquatic elves or evil dwarves). Rather, these things were practical content, used to enrich the game being played at the table. These things...just like assassins guilds and psionics and level drain and (yes, even) alignment language...these things that seem wily-nilly, half-baked, and off-the-cuff (i.e. poorly thought out) aren't just there for kitchen sink, 31 flavors, pick-and-choose your poison. They ARE the game.
Setting limitations and toning down the weirdness is a bit of a disservice.
That's why, I think (maybe), my recent experiences have seemed to lack "magic;" the scenarios created in UK2 The Sentinel and UK3 The Gauntlet and B2 The Keep on the Borderlands are far too reasonable; it is far too easy to assign real world analogies, motivations, and "naturalism" to them. These adventures are dealing with banditry and sieges and diaspora and treachery and colonialism...dammit, that's all just too "normal" for the campaign to feel like a D&D game. Where are the giant magic statues? Where are the subdued dragons being used as mounts? Where are the sentient blobs and oozes looking to melt your face off?
There's not enough "dungeon" in my Dungeons & Dragons game...and I'm not talking about some sort of absurd, dozen level mega-dungeon. Been watching a lot of History Channel this last year with the Search for Yamashita's Gold and the Curse of Oak Island and all that jazz: finding subterranean treasure chamber's in our real world is hard, dangerous work and it should be even more so (with suitably bumped up rewards) in a fantasy adventure game. In D&D, Howard Carter would have had to deal with actual magic curses (and probably undead monsters) before he could recover King Tut's treasure because that's the game. I haven't been giving that part of the campaign enough attention.
I realize there are those people who, upon reading this post, will reflect that my issues relate to the pre-fabricated source material I've been using for my campaign, and that's a fair point to bring up. While the main reason for using these adventures has been a matter of convenience (my time for producing adventure material is pretty scarce) and familiarity, I suppose I could be choosing different modules...except that many end up in the same category of mundanity when scrutinized. Certainly I'd throw the Slaver series (especially A1 and A2) into the same pot, the Giant series (though giants are neat, they're still just big humanoids), and even Dwellers of the Forbidden City (not enough snake-folk to make the thing truly strange). The Special series (S1-S4) clearly fits the bill of what I'm looking for, but those adventures are all designed for higher level characters than what my players have...all the low-level stuff is uncovering cultists and rooting out bandits and fighting goblins.
Ugh. Simply not good enough. And maybe I'M not good enough (or not familiar enough) with AD&D to design myself out of this funk that I seem to be digging for myself.
[if you think THIS post is ranty, you should have seen the one on the draft board that was never posted. This is my attempt at being "thoughtful"]
Anyhoo, that's where my head's at (with regard to gaming) at the moment. Just to be clear, I'm not of the opinion that "all hope is lost;" the campaign is still in its early stages and I think there's plenty of time/space to inject some "magic" into the thing, but it'll probably require me taking my eye and focus off the mundane aspects of the campaign/system, and instead shift to the strange(r) aspects inherent in the game. Heck, I'm even considering bringing back cosmic (capital-E) Evil...despite all the handwringing over alignment, it does provide some shape to the cosmology of the game.
[perhaps in a later post I'll talk about how that lack of "shape" ends up requiring a lot of rewriting of system when one starts needing to justify souls and spirits and raise dead with regard to different game species (like elves)...systems that provide balance and necessary checks to the game. Pull one thread and the whole thing starts to unravel...]
Too bad there're no gnomes in the party; would really love to introduce some talking squirrels or woodchucks into the mix. What ancient secrets could they reveal! ; )
All right, that's enough for now. We're still on mid-winter break in the JB household, and while the snow from "Snowmageddon 2021" distracted us for a couple-three days (building forts and snowmen and having snowball fights) things have warmed up enough to slush-ify most of it. As such, our gaming has moved indoors, and I'm nearly certain we'll have a chance for some more campaign crawling once the kids are up and breakfasted. Maybe. We still have a pretty solid game of Axis & Allies (& Zombies) going on from last night. More info to follow.
| Later Gators. |
Saturday, August 1, 2020
Morality and the Cosmic Struggle
This isn't really what I planned on writing about, but after reading Father Dave's recent post, I figured it was time to finally throw down my two cents on alignment, my (current) thoughts on the concept, and how it will apply in my game setting.
Over the years, I've gone back and forth on the subject many, many times. My current stance (which I've had for less than six months) is to use alignment in my game. Multiple reasons go into this decision that I [still] don't want to enumerate [yet]. However, I will assure the reader that NONE of those reasons stem from a personal desire to simplify the game ("Rules As Written!") nor make my DMing life easier. Finding a way to use alignment in a meaningful and effective way is actually more difficult and not a headache to be readily embraced; it certainly isn't a headache I've found terribly enjoyable.
Still, I think alignment is important to my game world, as the cosmology of the setting is at least as important as the physical geography to its overall design.
SO...having said that (and having spent the last few days going though the OD&D monsters and figuring out the IFs and HOWs needed to slot them into my setting), please indulge me a moment to talk about my personal viewpoints on evil and how it works in a game context.
Father Dave's post discusses the importance of evil as a concept for an RPG; how reducing the game setting to one of moral relativism (if I may be allowed to paraphrase) makes the struggle between selfish individuals (and the stories told of those struggles) both boring and pointless. I assume some folks would take umbrage with this statement, as "boring" can be recognized as a matter of taste (television shows that I find tedious are undoubtably stimulating to others) and "pointless" ...well, what can be more pointed than watching humans (and/or tieflings, etc.) struggle in the face of adversity? That IS the point of The Game, after all.
But I understand the good padre is writing from his stance as a Christian theologian and I respect his perspective.
[ooo...I can see the potential for this discussion to get nasty. Lots of people get LOTS of things out of D&D besides any potential "meaning" or morality lesson, people who hold the game on an equally high (or higher) pedestal. I really, really don't want to have that debate here. Please don't go down that particular road in the comments; yes, I understand D&D holds a lot of juice for a lot of people of all stripes and persuasions...]
For ME, it is important that my campaign setting is sensible; if the setting doesn't make sense to me, I will (eventually) become tired of and frustrated with the nonsensical elements until I chuck the whole thing...something that has happened many, many times to me in the past. I'd rather have a game setting that will last, oh say, a hundred years or so (enough time that it should outlive me) and my best strategy for doing so is picking an epoch in our real world past that is so far removed from today that who knows WHAT might have happened "way back then" (knowledge does tend to get lost after a few thousand years...). However, making use of our Real World means using a real world cosmology or, at least, a close approximation given the circumstances of the setting and the rules of the game; that, to me, is sensible.
So then what is "evil" as I believe it? Father Dave defines evil as the absence of God. "Goodness" is the same as God...God is the source of all goodness. The more you remove good/God from the equation the higher the degree of evil; the padre compares evil to cold, and God/goodness to warmth. Cold increases the more you remove yourself from the source of heat; add heat and cold is diminished. Easy-peasy...that's a fairly typical Christian perspective on the way the cosmos functions.
My own take is a little more New Age-y (I'm not the world's greatest Christian by any stretch): God is All; All is One. "Evil" comes from denying this fact...by separating ourselves (through thought and/or action) from the truth (or Truth) that All is One. Forgetting our place and our purpose as "higher beings," parts of God's whole, destined and designed to do God's will because we are one with God. Forgetting our higher purpose...or ignoring it, or working against it...results in the only "sin" that matters: selfishly separating ourselves from God. This causes suffering in the whole (for All is One)...it is a sin against God, against ourselves, and against our fellows for we are all part of a single whole.
But why does such sin (or the possibility of it) exist? Here, I'll take a page from Tolkien and draw the analogy that Eternity is like a grand symphony, composed of many notes, chords, rhythms, and movements. Only with an omniscient understanding can its whole be observed at once; only with the perspective of God can it be seen how one part leads to the next, how each portion is necessary to the whole. The struggles and challenges of those humans residing on our planet may seem terrible and terrifying...or petty and sordid...when viewed with only a limited ability to perceive. But that limitation, too, is part of the overall scheme and design of the composition.
Putting that into D&D language: I am using the three-point alignment system of Law, Neutrality, and Chaos in my setting. A Lawful person is one who actively does God's will (purposefully, though regardless of whether or not there exists understanding). "Persons" mean creatures with a level of intelligence rising to the level of sentience; "God's will" generally means living in harmony (with others and with nature), and generally promoting the same. There are very few species in my game that are (culturally) of the Lawful disposition; most are angelic beings.
By my definitions, anyone NOT actively doing God's will would be in the "evil" category (to greater or lesser degree), but the difference between Neutrality and Chaotic is a preferred distinction for my setting. While there are certainly selfish people out there who are more interested in their personal desires than following the Law of One, not all are so wicked as to actively be working AGAINST the cosmic design (i.e. trying to create MORE separation from God). This, then, is the distinction: a Neutral person is not working to create a closer bond with God, nor are they working to undermine oneness (and, generally due to ignorance and disinterest, these may perform deeds at various times that move the needle one way or the other: helping an individual in need one day, while cheating someone else another). These maintain the "status quo" of life on Earth, perpetuating its cycles, and maintaining the possibility to join one side or the other. In contrast, the Chaotic person, by thought and deed, continuously pushes to destroy One-ness through selfish aggrandizement, exploitation of others, and general awfulness.
Regarding non-sentient beings: most are of the Neutral alignment (all "natural" creatures, for example) unless their very nature is an offense to the natural order: undead creatures, for example, or certain magical abominations created by stray and terrible magics (like trolls). "Demons" are not "fallen angels" in the Milton sense, but there are certain ethereal beings whose interaction with humans usually take a malignant turn (for the humans), much the same way that interacting with other "forces" (fire, gravity, etc.) have the potential to cause harm to the unwary; such forces are labeled as "Chaotic" due to the danger their interference poses to humans attempting to follow God's will. Such creatures (and those who harness them as tools in their quest for personal power) provide a steady source of conflict in the setting.
Hope that all makes sense.
This, by the way, has brought up other headaches...er, "interesting challenges"...with regard to the design of the campaign's mega-dungeon. Licancabur is a natural formation, one that in recent centuries has been sacred and holy to the people of the region, much as such sites (Olympus, Rainier, Danali) have been sacred to other peoples throughout history. Moreover, nature may be aloof and uncaring to the wants and needs of human beings, but that doesn't make it evil...merely dangerous. So what "lawful" reason could there be for adventurers to delve its ancient depths, explore its hollowed out volcanic tubes, slay its denizens, and pillage its treasures? If Licancabur is not some sort of gateway to hell, what gives them the right to ravish it, sword in hand?
Corruption. Perversion. The temple has become a den of inequity. The hallowed halls are defiled with mutants and monsters of the vilest sort. Something must be done to return the place to a state of grace, though it may take years, and the blood of many would-be heroes, to do so.
And, for now, that's enough to kick-off a campaign. Because my setting takes place some 9000 years before the time of Christ, there are no Judeo-Christian-Islamic religions in the game, but there are religious orders and clerics. The line between magic-users and clerics is very thin, in my setting, the difference being mainly one of perspective and mission. Only followers of the Law of One have access to the full range of healing powers; worshippers of false gods and natural powers are little more than hedge wizards, and idolatrous demon-worshippers have no access to healing magic at all, being only capable of harnessing the powers of malice and harm for their personal "benefit."
Magic-users as a class hold themselves aloof from matters of the spirit and worship, but they are aware of the way the cosmos works, and ignore it at their own peril. Many wizards, lacking wisdom or lost in their pursuit of knowledge and power, will tread the path of chaos. Bad things undoubtably await them (in this life or in the next), but such a road will not curtail their progression.
My use of alignment in D&D isn't meant to dictate behavior, neither with regard to players, nor their characters. With regard to player characters, alignment is a stamp and statement of where their souls lie in terms of the cosmic struggle. There is no requirement to "act one's alignment:" presumably, a character's actions will stem from a [Lawful/Neutral/Chaotic] motivation, and even if not, so what? Individuals slip up, make mistakes, and act against type. Lancelot sleeps with the wife of his friend and liege. Hercules gets drunk and kills his family. Darth Vader decides he'd rather go out a hero than watch his son be murdered. Do such deeds make up for a lifetime of goodness/badness? Maybe, maybe not...the player is free to discuss a possible alignment change with the DM (me) if she wants to entertain that possibility.
Regardless, I'll assume that the character is doing plenty of acts "off-screen" that readily bolster and justify the alignment chosen.
Actions have consequences...all sorts of consequences. Kill all the lizard men in the local swamp and you have no lizard men. In some ways, this is a good thing: fewer dangers in the swamp (if the lizard men were apt to ambush unwary travelers), perhaps more game to be found by the locals (since the lizard men aren't hunting it). Perhaps, though, the lizard men acted as a natural "buffer zone" between the local village and a different threat of some sort, a more dangerous tribe of creatures that will now take their place. Perhaps the lizard folk worshipped a black dragon and their occasional "sacrifices" kept the thing from looking for prey elsewhere. Perhaps they hunted a particular type of animal that is difficult for a non-scaly hunter to eradicate, and now the unchecked pest threatens to overrun the swamp...maybe some sort of giant spider whose venom was ineffective against the lizard people (but is fatal to humans).
The point is: the genocide of the lizard people isn't necessarily evil...it may have been an expedient solution to a very real problem. But actions have consequences, and there may have been more than one solution to "the lizard man question." Finding a harmonious approach is, generally, the Lawful way, as I'm defining the term...but sometimes, stamping out a Chaotic threat IS the "Lawful" method needed.
But that isn't to say my world is one of moral relativism; I personally don't believe in moral relativism, and since my setting is my own, personal creation, I get to determine the truth of the matter. So there are absolutes of good and evil, right and wrong, broadly defined as moving in alignment with God or against God. And unfortunately, for most humans trapped in a fallible bodies of limited perception, having actual knowledge of what is God's will is pretty much impossible to fathom. Which is why we rely on the wisdom of priests and the teachings of religions for guidance. It's only too bad that the priesthood and writers of religious tracts are (mostly) composed of fallible humans of limited perception.
*ahem* Anyway, having a system of alignment allows me to shape the scope of my setting in (morally) absolute terms: these creatures are an abomination, these magic items are designed for the use of Law, these spells can only be used in the service of Chaos, etc. Alignment allows me to steer the tone of the game and provides a convenient shorthand for defining the nature of the cosmic struggle in my own morally absolute terms. It provides another layer to the physics of the game world, an extra dimension of challenge to be navigated, an additional meaning to the experience of play.
Again: its purpose is not an edict of player (or character) behavior.
That being said, it would probably be strange to have both Lawful and Chaotic characters in the same adventuring party.
Tuesday, December 26, 2017
It Starts With Religion
But has been tough to get any blogging done (duh) with the festivities. Not to say this was my intention (it wasn't), but I have had some things I wanted to write about. I've been trying to finish up a post on The Temple of Elemental Evil for about four days, and just haven't quite put the capper on it. Still, that's just one of several things floating around my brain.
When considering the creation of a fantasy campaign...or, more accurately, it's "milieu" (to use the Gygaxian term)...one has to consider how things tie together, setting and system, in order to ensure a type of consistency that will last long term. Not necessarily because "everything needs to make sense;" sensibility, is actually a little bit down on the list of necessaries for a good, fun game. But because it helps establish boundaries and paradigms within which one can create.
[does it sounds like I'm gearing up for some sort of painfully amorphous, "thought exercise" blog post? Yeah, I guess it does. But I'll try to keep it short]
| Ancestor was raped by a dragon. |
Similarly, there are issues of tone to consider. Here, I'm not talking about dictating player behavior...over the years, I've come to the conclusion it's damn near impossible to influence something that will be (largely) determined by the particular group dynamic of the players you're saddled with. But one has to decide the "background noise" of the world. Is everyone living in fear of some unconquerable horde that periodically ravages the civilized lands? Do the rulers of the realm more resemble the High King of Gondor or the scheming nobles of Game of Thrones? Is magic an inherited birthright, a supernatural art, or some form of lost, "higher science?" All these things contribute to the flavor of the campaign setting, informing what type of scenarios and situations might be encountered by players...and also places limits on what becomes necessary for rules.
For me, however, I've come to the conclusion that my first cosmological priority is, and has to be, the form and shape of religion in the game world.
Not, necessarily, the God or gods of universe, or the "creation story" of my little fantasy setting. These things are generally "higher mysteries" that players may or may not discover...and that are possibly subject to change (with new "discoveries" or revelations that occur in play). And anyway, I already know how this particular universe was created: I made it. Probably the players will know that, too.
But religion...how people relate to their belief systems (and the effect those belief systems have on the people) is a major, serious, foundational bit of world building for a fantasy campaign, especially one based (however loosely) on the Dungeons & Dragons system. Not only with regard to the clerical class and its related subclasses, but also alignment, magic, the ordering of the natural and supernatural, the organization of societies, the conflicts inherent in the world, the value of treasure...just a crap-ton of different aspects of the game, its systems, and the fantasy environment in which the players will adventure.
Anyhoo. Maybe I'm wrong, but for my game, that's what I'm starting with. Apologies, but at the moment, I don't have time to elaborate.
Sunday, October 5, 2014
Counter-Spells (for real this time)
Chainmail had counter-spells: an opposing wizard can spend his entire action during the round to counter the spell of another wizard. A 2D6 roll is made with the target number determined by the difference in power levels between the two (targets range from 7 up to 11). Here we have something workable...the counter-spelling mage still only receives one die roll for his "go" in combat (as opposed to a dice roll to cast a spell). But then, D&D doesn't have casting rolls.
[as an aside, Five Ancient Kingdoms, largely inspired by Chainmail, uses a similar mechanic for counter-spells]
As far as I'm aware, the first published attempt at counter-spells in D&D is found in 3rd edition (though admittedly it's been a loooong time since I've owned a 2nd edition book or played that version...and I didn't play it more than a couple times). And it's pretty cumbersome: the wizard has to actually know and have memorized the spell which she wants to counter. Then, if the would-be counter-speller makes a successful skill roll (*barf*) to identify the enemy wizard's spell, she can counter it by burning her memorized version of the same spell.
The way counter-spelling works in 3E, it just doesn't look very useful. I actually played quite a bit of 3E and never once saw an attempted counter-spell. I mean, if you have flesh to stone and the enemy has flesh to stone, why not just try to stone them before they stone you? Because you lost initiative and your spellcraft skill roll is easier than your fortitude save? I guess...but this is just fiddly rules for the sake of fiddlyness builtin the already shaky foundation of an inconsistent approach to magic (in earlier editions magic-users always had good saving throws versus magic because it was a save versus magic; beginning with 3E, different spells started targeting different...well, you know I wrote a whole series on this, so I'm not going to go through that again).
I've no idea what 4E's approach to counter-spells is because, you know: garbage. But 5E actually has a very simple solution: a 3rd level spell called "counterspell." You cast counterspell as a "reaction action" to another wizard trying to cast a spell: if the spell is 3rd level or lower it's countered, if it's 4th or higher it might be countered depending on a die roll (though a mage can memorize counter spell at a higher spell slot in order to give it more auto-dispelling "punch"). This is very similar to the use of dispel magic as a counter-spell in 3rd edition, except for the auto-effect. It's kind of a Magic: The Gathering approach to counter-spelling ...throw down your two mana "instant" to knock out the opponent's spell.
| I have this card in a shoebox somewhere. |
Here's the thing about counter-spells: how you implement them is going to say a lot about what magic is in your world and how it (magic) operates. It's going to (in part) define something of the cosmology of your world.
If you've got Vancian magic (D&D) and you need to cast the actual spell to achieve a counter (as in 3rd edition), you are reinforcing the idea of spells as living things, with only their identical siblings being able to successfully combat each other. If you say you just need to learn and memorize a candle-snuffer like 5E's counter-spell, you're saying that magic is a harnessing of forces easily disrupted and dispersed with the right application of "zing."
When you define magic in this way...i.e. when you start nailing down the cosmology...it behooves you as a designer to consider the implications. If magic is so easy to disrupt that it only needs a 3rd level counterspell, then many professional adventurers are going to want to study at least a few levels of wizard just to pick up that ability (or to be able to read a scroll with it or whatever).
My own game...*ahem*...that is to say, the game on which I'm currently working doesn't have "counter-spells." It also doesn't have spell design, either. It's a fairly finite world in that regard: the magic is what the magic is, and spells are limited to the Forty Magnificent Marvels. Mastery of said spell list is possible, with dedication and sacrifice, but it's a noteworthy feat. These spells cannot be countered...nor are there saving throws...but we're talking about reshaping the universe and breaking natural laws here, not things that can be brushed aside by humans. Even magically trained humans...if you unleash the beast, it's gonna' roam. Spell-breaking (of the remove curse stamp) is possible, but requires a broader base of knowledge than most other magics.
'Course, that's all subject to change: the game's not even to the play-testing stage.
; )
Because I do like the idea of counter-spells. Or rather (and more accurately) I like the idea of opposing magicians struggling against one another. The idea of the "wizard duel" which was so poorly implemented (IMO) in the Ars Magica game. The concept that when two wizards meet in battle, they can effectively neutralize each other...leaving the resolution of an encounter to the sword-wielders or (if one wizard can get the upper hand) decisively turning the tables for one side.
But that's something I've yet to work out. Heck, I hadn't even put much thought into it till writing this (too busy worrying about hats, I guess). It is something I'm considering now, though, and for the new heartbreaker, it will probably take the place of any "counter-spelling" mechanic.
Just as an aside: I was talking to my (three year old) son a couple days ago and I asked him, "If you were an adventurer living in olden times, would you rather be a caballero or a mago?" His response? Caballero ("knight"). Why? Because they have armor and swords and get to fight. What does a mago ("magician") do? They do magic and make potions. Can't they fight? Not like knights.
He really is a boy after my own heart.
Wednesday, September 11, 2013
Spell Works (Part 1)
- Spells are ordered in degrees of magnitude (i.e. “spell level”) just like D&D
- “Miracles” are divine favors granted to saints and holy men. Magnitude measures greater miracles. Miracles don’t allow saving throws and are generally permanent in nature. There are a limited number of favors a deity will grant to a saint, with more prominent characters (i.e. higher level PCs) gaining more attention.
- Magician spells tend to be transitory in nature and allow saving throws to resist. They wreck reality (or the perception of reality), but fade and are generally non-permanent. There’s a greater variety, and magnitude reflects the difficulty of learning and casting spells (higher magnitude are more complex and take longer to cast).
- Spells are a product of knowledge; a magician may have committed some spells to memory and may have others in a written form. There is no limit to the number of times a spell may be attempted, but it must be performed correctly to take effect.
- Witches' spells, being tied to the material world through their physical components can produce some of the same permanent effects of divine favors, though unlike miracles they still need to be performed correctly and they may be resisted (saving throws) like any magician spell.
- While divine favors are granted, magician spells must be learned, found or created through research. Low level magicians begin apprenticed to a wizard who will teach them some magic; sorcerers are taught their magic by a demonic tutor who sticks with them throughout their career.
- Spells (divine or not) generally produce magical effects…they do not deal damage like spells in D&D. Dealing damage is usually a product of combat (sticking people with a sword).