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FH Magic system


atlascott

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I have decided to go with a VPP for my FH game as a magic system. I'd like to outline it here and get some feedback, since this is the first time I am tryint to run a full-fledged FH campaign.

 

I wanted a system with a limite repetiore of spells memorized, requing at least 6 hours sleep and 1 hour of spellbook study to case spells. I want spellcasters to flexible, but have to prepare a list of 'readied' spells, so as to avoid a fireball-machine. I am using a VPP with a bunch of limitations on the control cost (only spells in spellbook, only memorized spells, requires skill roll from appropriate school of magic, each spell is one recoverable charge, must rest and study to memorize new spells). The wiz then needs to buy a power skill for each of the magic schools from which he wishes to cast (relying on the categories in FHGI). Negative tot he spell roll based on 10 active pts=-1, character uses personal END (not to power, but to control the magical energies).

 

The VPP the guy is working with is a 30 pt VPP, and characters are built on 125 (50 plus 75 disadvantages). I am worried that the guy will not have enough spell variety with 30 points. That's not alot of spells per day, since even the low-powered ones are 7 or 8 pts. Even assuming a best-case performance at every scenario and 5 pts per, it is expensive to expand a VPP, what with the pool and control cost, and it is not going to leave this cat very much XP to tweak the character elsewhere.

 

I was considering instituting a "level' system, where character level= xp/5, and then allow the wiz more active points automatically--but that isnt right--it goes against the whole point of a vpp. Can I just give him an additional lim on the spells and reduce their cost further, based on the above-stated magic system lims?

 

Suggestions? Advice? Problems on the horizon I am not seeing?

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Re: FH Magic system

 

Here is the Magic VPP I have be working on

VPP (Max Pool Total) x Rank (1-10)

Requires Spellbook to Change spells (5 Act/ 5 min study) -1/2

Spell Casting Penalty equal to DEF of Real Armor worn -1/2

 

Mana Pool (END Reserve)

Max END (INTx3)

Recovery (Divide Reserve by 8 and use that per Hour of Rest)

 

Talent: Magic Adept 10 points (allows INT x4 for VPP and END Reserve)

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Re: FH Magic system

 

Also, per my original thread on this topic:

 

If you haven't seen it yet, go to www.killershrike.com and click on the High Fantasy HERO banner - it has a ton of material on it for newbie FH runners, and I (and many others) have made extensive use of it. For clarification, by all means post back here, but start there. My own magic system is a VPP model, based heavily on KS's version.

 

Simply: Build your VPP normally, and starting at 30 point VPP for 1st level, every 15 points thereafter represents another level, 45 pts. is 2nd, 60 is 3rd, 75 4th, 90 5th, and so on. You'll find it fairly easy to match d20 spells to the VPP model in terms of point to point.

 

What this does is allow you to memorize multiple spells, each time consuming a chunk of your VPP in Real Points against the total pool you have available. I use 2x because it comes very close to being the same block build that d20 makes use of.

 

The big trick in simulating the "feel" of d20 is using the Limitation "All Spells Must Have One Charge (-1)" in which you can assign each spell into the VPP in accordance with its Real Point value. The other thing is that instead of the normal VPP rules, you House Rule the limit to either 2x (me) or 3x (KS's) of the base VPP to determine the number of Real Points they can memorize in spells per day.

 

Using this, you have each spell with "One Charge" hence you can memorize it multiple times (say, four instances of Fireball, each one with 1 one charge) and it consumes four Real Point values worth in the VPP. This gives players a ton of flexibility, unties them from a tiered system, and of course lets PCs find/research new spells. Since they pay for the VPP, they don't pay for spells, but we also include an additional limitation "Only Spells Known (-1/2, I think)" which means that they can't create new spells on the fly.

 

There are MANY ways to build a magic system, including one on KS's site that I asked him to design - a system built purely around NPAs, where you learn individual Spells and also individual NPAs, and the casting is the combination of the two. I take credit for thinking it up, but Sensei wrote it.

 

So, check his site, think about what you want it to do, and get back to us.

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Re: FH Magic system

 

Just FYI.

 

I like using Long Term End rather than Charges. Gives a more, "spellpoint," like system. I give most spells Costs Long Term End (-2) Limitation (possibly on top of the normal Requires End and Increased End Cost Limitations). The value of the Limitation drops to -1 if the spell is Constant/Continuous and costs End only to activate.

 

Then I typically use a second End stat (call it, "Mana," or whatever) that functions identically to a character's normal End (not like an End Reserve; starting value is 0 rather than Figured). This serves to seperate magical energy from the spellcaster's physical energy and endurence.

 

I find it works really well for a D&D conversion and limits spellcasters reasonably. I try to stay away from this kind of spellcasting model for more unique Fantasy Hero games/settings.

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