View Full Version : Spells - Discount for Prereqs
Greatwyrm
Jun 30th, '05, 08:47 AM
In FH, there is some discussion of having prerequisites for spells. For example, you need to or should know Fire Dart before Explosive Fireball. Maybe you get a cost break on the cost of Explosive Fireball for having the prereq or maybe you get a skill roll penalty for not having it.
Has anyone had experience setting up a magic system like that?
John Desmarais
Jun 30th, '05, 09:27 AM
In FH, there is some discussion of having prerequisites for spells. For example, you need to or should know Fire Dart before Explosive Fireball. Maybe you get a cost break on the cost of Explosive Fireball for having the prereq or maybe you get a skill roll penalty for not having it.
Has anyone had experience setting up a magic system like that?
Yep. Back in 4th edition I built a magic system based loosely on GURPS Magic. The prereq requirement was handled as a limitation placed on all of the spells in a given school (except for the beginner spells that are learned first).
I have a vague recollection of basing the value of the limitation on how many steps away from the beginner spell a given spell was (1/4 for every two steps, opr soemthing to that effect).
Killer Shrike
Jun 30th, '05, 12:57 PM
I dont have a model written up exactly like what youre talking about, but my Piedregemas and Totemic Shaman system do have a system of Prereqs leading to more powerful abilities.
http://www.killershrike.com/FantasyHERO/GreyHEROContent/PackageDeals/piedragemasPackages.shtml
http://www.killershrike.com/FantasyHERO/GreyHEROContent/PackageDeals/totemicPackages.shtml
CourtFool
Jul 1st, '05, 04:42 AM
I have also considered using G.U.R.P.S. Magic as a basis for spells. I have also toyed with the idea of Highest Active Point Power = Number of Spells x 10 (or 5). You can still have dabblers, but they can not buy just one 60 point fireball.
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