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The Riddle of Steel
Hedge Magic
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Topic: Hedge Magic (Read 858 times)
Morfedel
Member
Posts: 345
Hedge Magic
«
on:
January 22, 2004, 06:08:51 AM »
I was thinking of creating hedge magic - or, for those not familiar with the term, magic that is very weak. Generally, a hedge magician is far weaker than a sorcerer, and often dealt with specific styles of magic.
I was thinking of making this and changing the race/sorcery column to reflect these changes - but I thought I'd ask if anyone had given any thought to how the mechanics for hedge magic would function? Because I have not - yet.
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tauman
Member
Posts: 65
Re: Hedge Magic
«
Reply #1 on:
January 22, 2004, 07:19:44 AM »
I've thought about something like this myself, although I haven't ever worked out any details. Perhaps a Vancian system, or something similar where everything has to be prepared in advance. The trick is to keep everything in flavor with TROS. Another possibility would be to incorporate some sort of pact (depending on how interested people are in adding the supernatural) whereby a character's powers are granted by a supernatural entity (i.e. a demon).
I've toyed with a few ideas for alternate systems, including an exhaustion-based system, a prepared/impressed spell (Vancian?) system, a pact system, etc. Mostly, these systems were the result of me thinking about how I would adapt TROS to a particular setting (for example, if I was running a campaign based on Lankhmar, I'd want all the magic to be somewhat less powerful that the Sorcery system as given in TROS).
Steve Reich
Quote from: Morfedel
I was thinking of creating hedge magic - or, for those not familiar with the term, magic that is very weak. Generally, a hedge magician is far weaker than a sorcerer, and often dealt with specific styles of magic.
I was thinking of making this and changing the race/sorcery column to reflect these changes - but I thought I'd ask if anyone had given any thought to how the mechanics for hedge magic would function? Because I have not - yet.
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MonkeyWrench
Member
Posts: 160
Hedge Magic
«
Reply #2 on:
January 22, 2004, 08:50:50 AM »
What about a system of skills that produce supernatural/magical effects? Skills would include Charm, Curse, Detect XXX, etc. I'm thinking that WP would be the most obvious choice for an attribute to link it to.
Just some thoughts.
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-Jim
Morfedel
Member
Posts: 345
Hedge Magic
«
Reply #3 on:
January 22, 2004, 09:01:51 AM »
Hm. Maybe use the points you get from vagaries and proficiencies to purchase dice in a particular style or kind of hedge magic; that determines the dice you roll, perhaps, against a formulaic TN, or perhaps skills purchased seperately as the TN.
Hm....
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StahlMeister
Member
Posts: 52
Hedge Magic
«
Reply #4 on:
January 22, 2004, 11:20:40 AM »
Thought about it, too.
I going to handle it this way:
First the character has to buy (from creation on or during gameplay) a gift called "Charm" or "Curse" or something, depending on what the player want his character to have.
Then he has to develop a skill with this name OR spending Vagaries Points only allowing him to cast magic conform to his gifts he bought.
Ahh... i don't know, I'm tired... workin 10 hours now and have to stay about 1 or 2 more
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"Der beisst nicht, er will nur spielen...",
Herald von Faust, stahlnish Beastmaster
Judd
Member
Posts: 1641
Please call me Judd.
Hedge Magic
«
Reply #5 on:
January 22, 2004, 12:01:48 PM »
how about a minor advantage that gives you one point in vagaries but you have to make five spells and that is all you get?
Major advantage, two vagaries but same thing with only five spell effects?
In the new Conan d20, there is a Feat called Dabbler.
It is kind of a Grey Mouser type thing.
Dabbler's as good a name as any.
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Valthalion
Member
Posts: 25
Hedge Magic
«
Reply #6 on:
January 22, 2004, 03:49:20 PM »
How about a character who chooses low proficenciy/vagaries (E or F)
They aren't very good at magic and they have other skills. (hence Hedge magic)
Valthalion
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Ours is to choose what to do with the time we have been given
Gandalf
Dan Sellars
Member
Posts: 82
Hedge Magic
«
Reply #7 on:
January 27, 2004, 12:17:50 AM »
I always thought that hedge magic was like Gypsy curses/fortune telling or stuff untrained peasants did...
Didn't realise that it was used to cover all low magic stuff. Still you learn something every day ;-)
Dan.
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Drifter Bob
Member
Posts: 166
Re: Hedge Magic
«
Reply #8 on:
January 27, 2004, 01:34:04 AM »
Quote from: tauman
I've toyed with a few ideas for alternate systems, including an exhaustion-based system, a prepared/impressed spell (Vancian?) system, a pact system, etc. Mostly, these systems were the result of me thinking about how I would adapt TROS to a particular setting (for example, if I was running a campaign based on Lankhmar, I'd want all the magic to be somewhat less powerful that the Sorcery system as given in TROS).
I've got some pretty cool Jack Vance based cantrips worked out in the Primer of Practical magic I just did for Pelgrane Press, like 30 of them. In the book we had divided them up into different types, sailors cantrips, farmers cantrips, courtiers cantrips etc. etc. Maybe some standardized commonly known minor spells of this type could be associated with different vagaries, a half dozen or so for each type? Or would that make them too predictable? I would cite examples but I think that would get me in trobule for plugging. In any event I kind of like the idea of a few known, perhaps notorious spells which are easy to level 1 sorcerers to cast, and fairly reliably successful...
JR
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"We can't all be Saints."
John Dillinger
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