From: | David Buehrer <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Sorcery and Spell Casting (was Choice Rulings) |
Date: | Fri, 28 Nov 1997 19:53:49 -0700 |
/
/ >> Look, we both Know how sorcery and spellcasting IS written.
/ >>Personally, I'd like to see it broken into seperate skills-
/ >>spellcasting, astral techniques (including astral combat), and maybe
/ >>metamagic. Have any suggestions on what would make more sense than
/ >>the current mess?
/ >
/ >Yes I do, but it doesn't involving the changing of the skill Sorcery,
/ >it involves the changing of the overall Spellcasting Process. I think I
/ >am personally going to try and "vote heavily" for the "Spell is the
/ >Force, Skill is the Accuracy" sort of thing. Defaulting to Willpower
/ >for those people with Magical Edges (spell-effects).
/
/ Thats One idea Mike has mentioned as a potential spellcasting procedure
/ for SR3. It changes total dice rolled drastically, and (AFAIK) makes
/ force pointless for some spells- like almost all health spells. BIG
/ rewrites!
How about... A mage makes a Sorcery(Force) test to see if he
successfully casts the spell. The target number could be modified by
such things as wound modifiers, background count, etc. If the test
fails the spell fizzles. If the sorcery test is successful make a
Force test (determine the target number per the rules), adding dice
equal to the number of successes gained from the Sorcery test.
This way an apprentice mage (Sorcery 1-2) won't always get that spell
off. And his chances of casting a high force spell are slim. A
learned mage (Sorcery 5-6) however can justifiably cast high force
spells and can get a lot of mileage out of low force spells.
I would also recommend figuring the Magic Pool by adding the mage's
Magic plus Intelligence plus Willpower and dividing by 3.
Did I do good? :)
-David
--
"Creativity is allowing yourself to make mistakes. Art is knowing
which ones to keep."
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