oh wise Hero Gamers,
I'm slowing working on a Fantasy Hero campaign. Actually, it's an old Rolemaster campaign that I managed to lose most of the info save a couple of maps and a brief history.
Anyway, I'm struggling with the magic system. I want a magic system that allows the mages to be like many of the fantasy novels I've read. What does that mean? Well, it's very dynamic in that they can usually cast what they want when they want yet it is exhausting to cast spells. None of this spell memorization DnD stuff. Here's some of the things I'm thinking about...
The exhausting part might be an End Reserve that recharges slowly or maybe 2X End Cost or more or both. All spells must cost End.
All spells must have at least two of the following limitations:
Concentration
Gestures
Incantations
Focus(Not material components but an item such as a staff or holy symbol)
Extra Time
I'm thinking of only two types of spells, magic and divine. The character must have "The gift", most likely a talent the PC must purchase. One talent for Magic and one for Divine. For 1 point, the PC can buy a Latent Talent at character creation..i.e. kind of a place holder if the player envisions the character to eventually to be able to cast spells.
"The Gift" in FH comes the closest to what I'm thinking of but without the multiple schools of magic and without keeping track of every spell the character can cast. Since there isn't multiple schools of magic, I was thinking of doubling or more the inital cost of the VPP as well as increasing the cost of increasing the VPP. i.e. For every 2 or 3 points put into the VPP, the pool is increased by 5 points. The GM will have to approve of any spell to make sure it fits in the campaign.
I will have Hero Designer on hand during play as well as FHG, so whipping up spells shouldn't chew up too much time. Also, the player and I can whip up a list of spells that the Wizard or Priest usually casts.
I'm planning a Heroic campaign.(75+75 disadvantages). It's been a real long time since I played Hero(Anyone remember 1st Ed Champions?), so I'm a little concerned about getting bogged down in the rules. I'm also concerned about using a VPP since so many seem to have issues with it. I hope to recruit a group of players that are more concerned about roleplaying than min/maxing.
Any ideas on this subject? Will this magic system be unbalancing? Time consuming? Difficult for the players to wrap their minds around?


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