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Topic: Exhaustion/Strain based Magic . . .
Started by: Chris
Started on: 4/27/2003
Board: RPG Theory


On 4/27/2003 at 11:55am, Chris wrote:
Exhaustion/Strain based Magic . . .

I'm trying to design a magic system for a setting that I'm basing around the Icelandic Sagas (mytho-historical viking setting based on primary medieval source material). To keep magic "realistic" and subtle, I'm planning on designing some sort of exhaustion/strain based magic system, staying away from "spells per level," "power points" and "spell lists." I'm thinking something along the lines of Shadowrun. I hear that the new LOTR game has an exhaustion based magic, but I haven't got my hands on it yet.

Any suggestions? What are some good models to look at, what are things being worked on out there? Alternatively, any RPG magic theory alternatives would be great. I'm looking for flexible, quick, organic, and intuitive - no fireball flinging mages, no page flipping.

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On 4/27/2003 at 1:43pm, Wolfen wrote:
RE: Exhaustion/Strain based Magic . . .

It's not exhaustion based, but The Riddle of Steel's magic system is "flexible, quick, organic, and intuitive - no fireball flinging mages, no page flipping." once you've got the hang of it. As a matter of fact, as you've not specified a system that you're using for the setting, might I recommend The Riddle of Steel as an excellent system for doing historical medieval fantasy settings? If you're interested, check out the forum here on the Forge, and the website at theriddleofsteel.net

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On 4/27/2003 at 2:13pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

I'll check it out. I tentatively began basing my game around the generic d20 system, but my life-long hatred of D&D's magic was what started me brainstorming on my own. Then I did away with classes, so right now I have a heavily modified d20 - character's use "points" to create a "base class" (attack/save tables, hit die, class skills, etc.), and the magic is all new. Currently its looking more like an original game than d20. A few more revisions, and I might post some initial drafts.

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On 4/27/2003 at 4:48pm, Thomas Tamblyn wrote:
RE: Exhaustion/Strain based Magic . . .

If you're using a modified D&D systm, you might want to consider having the caster spend hitpoints for a simple system, or have it cause submission damage if you don't mind keeping track of something extra.

As for how to define spells - it depends. The advantage of the basic D&D system (choose from list) is that it gives the impression of spells being pieces of arcane lore learned by rote and passed down from wizard to wizard. Spells all premade and prechecked for balance/abuse issues. Disadvantage: No freeform spells.

There's the effects based systems such as Hero (complicated) or Big Eyes Small mouth (Not quite so complicated) where what's important is what the spell ends up doing, rather than how it does it. In these systems you piece together the spell by going through a big list of effects and applying modifiers to them. Advantages: Very flexible but little 'fudging' involved. Spells are as balanced as is possible without Gm fiat. Disadvantages: Either lots of book flipping during play, or player creates a set of stock spells which is just D&D spells all over:

Finally method based where how the spell does its thang is more important than what it does. Eg: Ars Magica, Donjon and Mage: The ascension - which is a more evolved (though not necessarily better) version of that system. Spells are defined in terms of what abilities you'd need to cast them and as long as you can piece together your character's spell abilities in the right way, you can do anything thematically appropriate. Advantages: Very freeform, gives individual mages their own unique flavour. Disadvantages: Relatively little to insure game balance and requires quite a few Gm calls.

Finally, there's the 'Wizard' systems, where any mage can do anything and they just roll the dice for it against how difficult the GM thinks it is. (sorry, I can't think of any examples right now for some reason.
Advantages: The simplest of the systems and alows for the most creativity. Disadvantages: Requires a lot of player/Gm trust and has a very bland flavour.

There's probably more that I can't thinj of right now, but I hope these are some use.

(Edited because i forgot to mention the total freeform type)

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On 4/27/2003 at 7:32pm, damion wrote:
Re: Exhaustion/Strain based Magic . . .

I would not reccomend Shadowrun as a model, It uses a 'save vs consequences' model,
i.e. magic has a chance of causing exhaustion, so generally a players knows if a spell will
cause strain, so minor magic becomes common, but major magic is still rare. I.e. charachters are build to absorb minor strain with no problem. Ars Magica is a bit similar in this respect, If your good enough, you can cast a spell all day.

If you go with 'all magic' causes exhaustion you end up with the DnD effect. (Cast my X spells for today, I'm done). I'd say the solution is that mages have other abilities, i.e. the can still do something usefull without out it.

Can you give a better idea what your looking for?

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On 4/27/2003 at 9:55pm, John Kim wrote:
RE: Re: Exhaustion/Strain based Magic . . .

Chris wrote: I'm trying to design a magic system for a setting that I'm basing around the Icelandic Sagas (mytho-historical viking setting based on primary medieval source material). To keep magic "realistic" and subtle, I'm planning on designing some sort of exhaustion/strain based magic system, staying away from "spells per level," "power points" and "spell lists."

Any suggestions? What are some good models to look at, what are things being worked on out there? Alternatively, any RPG magic theory alternatives would be great. I'm looking for flexible, quick, organic, and intuitive - no fireball flinging mages, no page flipping.

OK, I'm going to jump in here a bit, because I am running a campaign based on the Icelandic sagas as well. Magic is pretty solidly in the "realistic" and "subtle" realm, but it isn't exhaustion-based. It isn't a fully developed system at this point, though. Much of the magic development has been focussed on how well my one magical PC (Silksif) is working, and what would make her more interesting and workable.

For the most part magic simply works. Simple charms and spirit blessings can just be used at will. (Incidentally, this is part of my complaint with what I call "scientific" magic systems -- that they simply assume that magic requires energy. cf. my article below on magic). Journeys to the spirit world are tiring: I have limited it by saying that one hour in the spirit realm is equivalent to four hours of physical activity. However, the limit has not in practice been very important, and we haven't been using fatigue points at all in my game.

My system is at present based on a list of spirit types and rituals. However, there is no page-flipping because the list is short. Rituals and spirits are powerful. Simply being initiated as a gydja or buowin (i.e. a shamanic tradition) inherently gives you significant power, such as the ability to talk to the spirits including the recently dead. While generalizing it away from the lists of rituals would be neat, my first priority is staying true to the sagas.

I don't have coherent plans for what I want to do with this system at present. What I have been doing has mostly evolved from the needs of my campaign. I am using a simplified version of RuneQuest, though obviously I have tossed essentially all of the magic and put in my own. If you are interested, maybe we could collaborate on making a real system? Anyhow, check out the links below:

http://www.darkshire.org/~jhkim/rpg/vinland/magic/

http://www.darkshire.org/~jhkim/rpg/magic/

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On 4/28/2003 at 2:22pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

I can't REALLY define more of what I'm looking for, because I'm still working on the basic concept - if you've read Volsunga Saga, Njals Saga, Hrolfs Saga Kraki, Gisli Saga, etc. you'd sort of know the feel if was going for. I actually AM going for the "small magic common, big magic rare" effect that Shadowrun has, though it isn't the system I want to ultimately base it on.

For the most part magic simply works. Simple charms and spirit blessings can just be used at will. (Incidentally, this is part of my complaint with what I call "scientific" magic systems -- that they simply assume that magic requires energy



John, I'm interested in what you're doing - I'm having a hard time finding a system that manages to have magic a common, every day element of life without the Fireball mage cropping up. Superstition, leaving out food for the fairies and hildafolk (elves), trolls, crazy seers from Lappland and Greenland, wards against the evil eye, runes of protection, ships dedicated to Thor, Christians wielding a crucifix as a weapon - all these should be nearly daily, without merely being cultural; they are real. When Egil Skallagrimson carved his runes to curse his enemy King Erik Blood-Axe, he didn't spent power-points, summon anything, and tap into ethereal forces of the unknown. How do you limit a magicians power?

I began developing runes as an entirely seperate system, and have something that seems workable - runes are very labor intensive and difficult to 'obtain'; many know the futhark alphabet, few can harness the power of a few runes, and very few can carve complex bind-runes to create the swords that Sigurd and Sigfried caried. Characters have to obtain runes through ordeal and suffering (as did Odin, who hung upon the world tree for nine days and nights), and so only slowly learn more. I like the idea of sacrifice for magical power (I'm interested in Riddle of Steel's aging penalty), but a player can make sacrifices that no character might - few "real" people are willing to give up all human relations and comfort for the power of magic, but a player can shrug and say "sure, torture me and fill me with knowledge." But then I suppose any system can be screwed that isn't used as a collaboration between players and GM to create an enjoyable game.

I'm thinking of even just going for a diceless, Everway/Amber approach, modified to fit the setting - magic just IS, and the players and I can figure our what their players can do. Ah, my eternal conflict - I love the tables of Rolemaster, yet yearn for the freedom of Everway. I suppose my best games were when I ran Rolemaster virtually diceless. . .

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On 4/28/2003 at 2:35pm, Ron Edwards wrote:
RE: Exhaustion/Strain based Magic . . .

Hi Chris,

Sounds to me like a broader perspective on role-playing magic is what's needed.

Are you familiar with the following (all very different) systems?

- RuneQuest
- Fantasy Hero (Hero System / Champions)
- Tunnels & Trolls
- GURPS

All of them use (or potentially use) some form of exhaustion or strain relative to magic use. In some of them, it's a highly strategic resource-issue; in others, it's a physics-of-magic issue.

[Folks, the various editions of Ars Magica present very different approaches to magic, and I am not intimately familiar with which is which; my edition is a very early one. Can anyone help re: this game, in terms of the role of exhaustion/strain?]

For an extremely different approach to magic in play, and one which is very heavily influenced by precisely the sources you're citing, see Hero Wars, or its soon-to-be-released derived form, Hero Quest. The nice thing about this system is that fatigue can be invoked as an explanation for a variety of negative outcomes, without having to be tracked until its effects hit.

Best,
Ron

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On 4/28/2003 at 2:54pm, Chris wrote:
STOP! You have stumbled into a pit trap . . .

I was just telling a friend of mine that the Hero/Champios system was one of the few major ones that I'd never read. . . I'm not a huge GURPS fan (the same tired refrain - "great ideas, but . . ." "I love the source books").

As for Hero's Quest, I ASSUME you don't mean the board game that I spent most of junior-high playing where players move generic archetypes through endless levels of of altering dungeons, killing random ors and goblins and amassing treasure for no apparent purpose?

I do want to continue the magic discussion, but I've also started a general discussion on historical/saga based camapigning at http://www.indie-rpgs.com/viewtopic.php?t=6247.

Forge Reference Links:
Topic 6247

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On 4/28/2003 at 4:32pm, Paganini wrote:
RE: Exhaustion/Strain based Magic . . .

Sovereign Stone (then old one, not the d20 version) has fatigue based magic. Specifically, every spell has a target number that you have to beat in order for the spell to go off. You can take as many rolls as you need to beat the target number - they add up - but rerolls do stun damage. And there's also the potential to botch. A serious botch can result in unconcsiousness, the spell going wild, etc.

That being said, though, are you sure that "fatigue based magic" is really appropriate for an icelandic viking saga style game? I've never noticed fatigue being particularly important in any of the literature. It's all about arcane knowledge, constructing charms, casting runes, etc. Such magic is very craftsman-like, more like Celebrimbor forging the Rings of Power than Gandalf shooting off his fireworks.

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On 4/28/2003 at 4:57pm, Chris wrote:
Maybe exhaustion is wrong . . .

That being said, though, are you sure that "fatigue based magic" is really appropriate for an icelandic viking saga style game? I've never noticed fatigue being particularly important in any of the literature.


Yeah, I'd begun thinking the same thing. I guess I just jumped at it as it seems like a natural way to balance power versus abuse, but it doesn't really have a saga feel. There is, when it comes down it, actually very little overt magic in the sagas - its more swords and rings (in the fornaldasagas, like Volsunga) or arcane witchs and seers (in the islindingur sagas, like Njal). There isn't a system to it, which is why i'm thinking simply making it individual character/GM developed - you CAN'T have a "First Level Wizard" because no one gets the arcane power of the Lapp warlocks until they are older. And runes are more skill based - you can either carve them or you can't. Which is how I've been developing them, but magic is still a sticking point for me. Now all I need is $50,000 to buy all the systems people suggest I read . . . :)

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On 4/28/2003 at 5:08pm, Piers Brown wrote:
RE: Exhaustion/Strain based Magic . . .

Ron Edwards wrote:
[Folks, the various editions of Ars Magica present very different approaches to magic, and I am not intimately familiar with which is which; my edition is a very early one. Can anyone help re: this game, in terms of the role of exhaustion/strain?]


Actually the central spell-casting system has remained more or less exactly the same across all four editions. It is primarily labwork and the incidental (and sometimes important) role of associated skills that have altered over editions. [Black with crappy picture in read circle is first, purple is second, fat black with gold scrollwork is third, and reddish-green with all sorts of detail is fourth]

But as a simple outline, spell-casting (as opposed to using and constructing magic items) comes in two flavours:

Formulaic--a known spell (you'll start with of about ten or so), which is cast with your full total and only causes fatigue if you can't match the level with total plus a die, and fails and fatigues if you miss by more than ten. The result: spells with a level up to about your total you can pretty much cast all day. Then there is a small group of spells of slightly higher level which you can cast for a while but reliably; then another small group of spells which you can sometimes cast and almost always fatigue with; finally, spells which, if you somehow learnt them, you couldn't cast at all without tricky preparations or expending resources.

Spontaneous--Entirely freeform spells which you do not have to memorize. Describe the arts you are using and what you want, roll and add, and either:
i) Divide by two and fatigue.
or
ii) Divide by five and don't fatigue.

The result of this is that you can manage minor spells of all sorts if you are willing to take fatigue. Can manage medium-ish spells in you areas of speciality, ditto. And can only manage spontaneous spells without fatigue that do anything worthwhile in areas that you are any good at.

All of which isn't particularly useful to you at all.

If you were to use Ars Magica for your game, and you could (Rune's combat system comes almost directly from ArM, so there are ways in which it would fit), you'd want to use their rules for hedge magic, based upon Virtues (which means Advantages, as in Advantages and Flaws), thus having some characters who have little magical abilities, Alchemy, Visions and that sort of thing, and save the Magi for use as powerful sorcerors.

But really, Ars Magica is all about the magic system, so I'd choose something else.

The one question that thing that the system does bring up, however, that you might want to think about is the issue of how easy it is to perceive magic. Ars Magica differs very significantly from Mage in that it makes it very difficult unless you are a powerful, specialized magician to tell if magic is being used unless you can see the person waving their hands and chanting as they cast the spell. Well, or unless the effect is obvious.

My question is, you want people to engage in everyday small luck charms, rune carvings, signs to avoid the evil eye, but how much of this is real and how much is superstition?

If the players don't know which is which most of the time, but know _some_ of it works, then you can have magic that works without worrying about accounting for the 27 amulets Thorgild is wearing.

Otherwise, I'd second the suggestion that you go look at Hero Wars/Quest.

Piers

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On 4/28/2003 at 5:18pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

My question is, you want people to engage in everyday small luck charms, rune carvings, signs to avoid the evil eye, but how much of this is real and how much is superstition?


Thats what I'm still trying to decide. I'm starting to think of going with a free-form just fudge it approach - no mages, magis fits into the plot, and characters can talk to me about what they want to do, create, find, etc.

But I'm still interesting in exploring the exhaustion based magic, even if it ISN't what I need - I always liked shadowrun's "fry your mind, fry your mind too much you start loosing hits." What sort of trade off for power's are there? The normal D&D mage just gives up armor, hit points, and fighting ability (and any chance of having an intersting magic system, but then thats just my low blow to D&D), RoS ages you (which I'm finding increasingly interesting), and Sorcery has the Humanity, which I like a lot (but then I'd just read the thing, and when I joined this Forum I found out its THE game to name-drop). My lunch hour is ending, but I'm interested in "The Prices We Pay for Arcane Powers"

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On 4/28/2003 at 5:22pm, Jay Turner wrote:
RE: Exhaustion/Strain based Magic . . .

Chris wrote: Superstition, leaving out food for the fairies and hildafolk (elves), trolls, crazy seers from Lappland and Greenland, wards against the evil eye, runes of protection, ships dedicated to Thor, Christians wielding a crucifix as a weapon - all these should be nearly daily, without merely being cultural; they are real. When Egil Skallagrimson carved his runes to curse his enemy King Erik Blood-Axe, he didn't spent power-points, summon anything, and tap into ethereal forces of the unknown. How do you limit a magicians power?


Sorry to go so far back in the thread, but it strikes me that you might be thinking of two different types of magic, especially when you said you wanted "small magic common, big magic rare." The things you mention in the above qute could all fit under a "Hearth Magic" or "Ritual" ability, with the actual Eldritch Force Conjuring/Ethereal Forces of the Unknown Tapping done through a different ability. The Hearth stuff might not have as detrimental a penalty, if any, while the other stuff could have a big cost.

It seems like you almost have two magic systems in mind--one dealing with "real" things, and another that shapes some form of mystical force. After all, in this setting, dedicating a ship to Thor might be the "technological" equivalent of putting barding on a horse.

To put minor magics in perspective, I often consider the fact that a traffic light could be seen as a minor ward--very few will pass the line established by a red light, and the moment you do, there's usually an intense feeling of guilt and paranoia involved. Traffic lights are mundane these days, so a similar effect might have been just as mundane back in The Day--and if so, there may be no need to consider it "magic."

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On 4/28/2003 at 5:25pm, kregmosier wrote:
exhaustion/strain based magic

Chris,

I'm currently working on the same sort of thing (d20-based homebrewery) and have elected to use the Vitality/Wounds option for our system.

The magic rules i'm still mulling over currently cost the caster Vitality points. (something along the lines of 1 point/level of the spell cast.) i know Thomas mentioned the idea of spending HP previously, but figured i'd toss in my 2-cents as well.

-k

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On 4/28/2003 at 7:22pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

To put minor magics in perspective, I often consider the fact that a traffic light could be seen as a minor ward--very few will pass the line established by a red light, and the moment you do, there's usually an intense feeling of guilt and paranoia involved. Traffic lights are mundane these days, so a similar effect might have been just as mundane back in The Day--and if so, there may be no need to consider it "magic."


But that might mean *gasp* role-playing rather than turning to dice and a chart for solace. Your suggestions is so intuitive and simple, but I think it gets to the core of my problem - if players played out their characters as honoring wards, cursed areas, etc., everything would work. Perhaps there could be some sort of "Karma" bonus for "obeying the traffic-lights", something like sorcery's role-playing bonus to checks.

And I'm thinking I AM thinking of two different systems. . .

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On 4/28/2003 at 9:03pm, Jay Turner wrote:
RE: Exhaustion/Strain based Magic . . .

Well, you could require a check to set up the ward, then a check to break it. I don't know what your system is, but in Storyteller terms, it might be a Charisma + Hearth Magic roll to set up the ward, and to break it you might have to make a Willpower roll and match or exceed the success of the creator of the ward.

To make magic "mundane," you don't have to hand-wave it; rather, you can just make a skill that rules "mundane magic" and have it work under the same system as other skills. You'd require a skill check for First Aid/medicine, so why not for setting wards/blessing a weapon?

The way you describe it (I haven't read any of those sagas), it seems like the minor magics are, essentially, mystical sciences that anyone can perform, provided they have the training. The thing that separates that from your average skill is, in my opinion, flavor text.

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On 4/28/2003 at 10:50pm, John Kim wrote:
RE: Exhaustion/Strain based Magic . . .

Jay Turner wrote: To make magic "mundane," you don't have to hand-wave it; rather, you can just make a skill that rules "mundane magic" and have it work under the same system as other skills. You'd require a skill check for First Aid/medicine, so why not for setting wards/blessing a weapon?

The way you describe it (I haven't read any of those sagas), it seems like the minor magics are, essentially, mystical sciences that anyone can perform, provided they have the training. The thing that separates that from your average skill is, in my opinion, flavor text.

I would go one step further than that -- magic is not one skill, it is many skills. For example, "Medicine" could quite reasonably be considered a magical skill -- at low levels it would be what modern people consider mundane healing, but at high skill it is what would be called "magic".

One of the problems of RPG magic systems (which I talk about in my essay) is that they try to make magic into a neatly contained system. If you remove the "magic" chapter from the rulebook, you get exactly the results of the modern scientific worldview. To historical people, however, magic was pervasive. There is unlikely to be distinction between a "really good healer" and a "magic healer" -- because that process is itself magic.

Similarly, RPGs tend to view a magic sword as a mundane sword which someone then puts magic into. This is a distinction alien to the sagas. One makes magic swords by being really, really good at making swords.

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On 4/29/2003 at 1:38am, John Kim wrote:
RE: Exhaustion/Strain based Magic . . .

I thought I would throw in a link which I found useful for saga-based magic:

http://www.vikinganswerlady.com/seidhr.htm

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On 4/29/2003 at 3:43pm, Mike Holmes wrote:
RE: Exhaustion/Strain based Magic . . .

To get back to the original topic, if I might, I am a big fan of the exhaustion idea (might have to do with starting playing RPGs with TFT). Might not be the best idea here, but I like it in general. I have a few notes, however.

First, many games only limit magic in a way that makes it tactically limited. This bugs the heck out of me. It says thta magic is only considered in the context of combat, and not how it would affect the world. So systems like TFT are at fault here. You get a bit tired, sure, but right after being tired, you can rest for a little while, and be right back ready to go for the next fight.

Actually there are systems that are much worse than TFT. While it might take you hours to recover in TFT, in Hero System if you use the simple default END system, you can recover from any spell that doesn't kill you usually in just a couple of minutes or less. Which means that spell casters can cast spells all day long.

OTOH, recognizing this, Hero includes a system that works against this effect. Long Term Endurance (LTE), is a neat idea. Basically, if you go slow enough, like walking, you can go pretty much all day, and not accumulate too much LTE loss. But if you run, you'll accumulate more per unit time. What this means for spells is that you can perhaps cast "cantrips" all day long, but more serious spells are more limiting. They can reduce your overall endurance in a way that takes day-long periods of rest, or full night's of sleep. In fact I love that you can get sooo tired, that you wake up the next day, still weary from the day before (I allow this to be transfered to STUN loss to represent the pains accumulated from working the day before).

All very realistic, and all very limiting if you do it right. Now, the Hero System rules for this are actually a bit clunky in execution, but the idea is right. Basically, some of your endurance lost should last a long time. This basically makes casting spells very similar to hard work. If you keep the effects that can be produced by magic and non-magical effects similar, then this explains why magic doesn't affect everything in the world (any more than, say, Farming would).

This does mean that, IMO, that strong magic should really task you physically. In Hero if you take too much END loss, you start taking STUN. If you take too much STUN, you take BODY (like HP). So, as long as you require spells to be really costly (x4 END cost for Hero or so), and allow that to really threaten the character's well being, you'll have the limiter that I think really works well.

Mike

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On 4/29/2003 at 5:04pm, John Kim wrote:
RE: Exhaustion/Strain based Magic . . .

Mike Holmes wrote: First, many games only limit magic in a way that makes it tactically limited. This bugs the heck out of me. It says thta magic is only considered in the context of combat, and not how it would affect the world. So systems like TFT are at fault here. You get a bit tired, sure, but right after being tired, you can rest for a little while, and be right back ready to go for the next fight.

Actually there are systems that are much worse than TFT. While it might take you hours to recover in TFT, in Hero System if you use the simple default END system, you can recover from any spell that doesn't kill you usually in just a couple of minutes or less. Which means that spell casters can cast spells all day long.

What's wrong with spell casters casting spells all day long? Your implication is that it doesn't consider how magic affects the world. In my experience, though, RPG systems rarely consider how magic affects the world anyway. The major effects happen because of the existance of unprecedented powers, not because of how often per day they can be done. For example, reliable long-distance communication even once a day massively changes society -- especially when it doesn't rely on large-scale organization.

My impression is that limiting magic usage is usually based on a game balance perspective. You make spells very powerful, and then decide that of course they must be limited in usage. This ignores that you simply don't have to make spells so powerful, or that you can limit them in other ways. The Hero System discards that: spells can be limited in times per day (charges), but they can also be limited by any number of other means, or not limited at all. For example, a Fantasy Hero mage with Fireball can cast it all day long, but it isn't an earth-shattering effect like D&D's fireball.

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On 4/29/2003 at 5:35pm, Mike Holmes wrote:
RE: Exhaustion/Strain based Magic . . .

I agree. But usually the explanations given for why society isn't more affected is that magic is limited. But then they fail to actually limit it. We're just fixing a disconnect.

And yes, you have to consider the ramifications of single uses of powerful powers. Fortunately they're often less.

On the subject of Hero System, I use it as an example precisely because, left to use unregulated, the results will suck. My point is that in designing a magic system for any game, just like carving one out of Hero System, you have to be very careful with how you build it in order that you make it so that the potential effects remain internally consistent with the setting.

In point of fact, when using Hero System I have a ton of other limitations on how spells can be built because it is so problematic. For example, I limit the existence of large, powerful spells in a couple of ways. The system makes them hard for a character to own, and limited in scope when they do. And make the casting harsh enough that it's only done when it's seen as necessary.

That last is important. The feel that I think most people want is to have magic be something that wizards only do as a last resort. That's not often conveyed.

And BTW, endurance is only one way to do it. There are many other better ways. Gandalf didn't do a lot of magic precisely because he was watched by powers greater than himself and use gave away his position. This is another sort of cool limit that one can put in a game, and there are a jillion others.

I was just addressing the one that pertained to the thread.

Mike

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On 4/29/2003 at 7:20pm, Ron Edwards wrote:
RE: Exhaustion/Strain based Magic . . .

Right, folks. Chris is specifically discussing a strain/energy approach to magic. We can all provide a bezillion other ways to approach the issue in play or design, but that's not the topic.

Best,
Ron

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On 4/29/2003 at 7:39pm, John Kim wrote:
RE: Exhaustion/Strain based Magic . . .

Mike Holmes wrote: On the subject of Hero System, I use it as an example precisely because, left to use unregulated, the results will suck. My point is that in designing a magic system for any game, just like carving one out of Hero System, you have to be very careful with how you build it in order that you make it so that the potential effects remain internally consistent with the setting.

Well, I would phrase it more that you have to agree what magic should be like. One way to do this is regulating it, like the suggested procedure in Fantasy Hero. Chris ran his first T'ang Dynasty China campaign by filling out the two-page form from Fantasy Hero, and I thought it worked surprisingly well. We put a huge amount of effort into the magic in later versions of that campaign, with IMO only modest improvements. I played several Hero System games where I didn't specifically regulate magic this way -- but I suppose you could say that it was still regulated by having a hand in character creation.

Mike Holmes wrote: The system makes them hard for a character to own, and limited in scope when they do. And make the casting harsh enough that it's only done when it's seen as necessary.

That last is important. The feel that I think most people want is to have magic be something that wizards only do as a last resort. That's not often conveyed.

Is it? Well, I really can't say what most people want, but I think I've tended for the opposite. Magic in my games tends to be integral to the character and perfectly reliable within its scope. I have tended to discard options like casting rolls, botches, and spell points in my games.

I suspect that we may be talking about different things, so I'll give an example. Magic in my current campaign centers on the PC Silksif, who is a shaman -- a Lapp tradition borrowed by vikings, called by them a gydja (priestess) or volva (prophetess). Speaking to the dead and the spirits is her primary function -- it requires her going into a trance and some time, but it is reliable. I originally called for skill rolls to do this quickly and/or with distractions, but I have tended to drop this -- though this is partly because she is highly skilled. If we had a lesser shaman among the PCs I might call more often for rolls, but going into the spirit world is still automatic under good conditions. She also has sending rituals of significant power, but they are platform magic: they require her to lie on a raised platform in a trance for the duration. Thus, she tends not to use them because they are impractical -- though I suspect there is also a social aspect to it. More overt castings are not frowned upon per se, but they do distance her from others who find it unsettling.

Still, the overall feeling is that magic is omnipresent for Silksif. Magic is not something she regards as a last resort. For example, she did use sendings to spy in bird form on her ex-lover Kjartan.

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On 4/29/2003 at 7:50pm, Mike Holmes wrote:
RE: Exhaustion/Strain based Magic . . .

Hmm. I really can't see it being a common idea that magic is more reliable than, say, skill.

Note that we're talking RPGs here. Sure, in ancient literature and legend it might be different. And there's nothing wrong with it being reliable. It's just that there seems to be somewhat of a backlash in RPGs against the idea of reliable magic that you find in (all editions of) D&D.

But, let me restate, then. For those who want magic to be a last resort...see the above.

Mike

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On 4/30/2003 at 2:14pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

She also has sending rituals of significant power, but they are platform magic: they require her to lie on a raised platform in a trance for the duration. Thus, she tends not to use them because they are impractical -- though I suspect there is also a social aspect to it. More overt castings are not frowned upon per se, but they do distance her from others who find it unsettling.


John, our ideas do seem to be running parallel. I was going to put my notes on Runic magic online to be linked, but I found out the files corrupted. Fun fun fun. But I am tentatively making simple rune casting error free, and bind runes always succeeding but with somewhat unpredictable success, due to their comlexity (% of stated intent or something). The only "limitations" would be the extremely labor intensity (carving onto steel), the social stigma often associated with anything magical (even in pagan societies those with otherworldy powers were, if not anathama, at least held highly suspect), thus making daily rune-carving highly impractacle.

(Ron, thanks for trying to reign this in, but I think my question has changed :)

My only problem with this is - if someone can carve a rune onto my sword to make it more damaging in battle (+1, or whatever your system is), why didn't anyone just set up a magic sword shop and crank out runed items all day? Sure, people would seek out a wise man and have him bless or inscribe something, by there isn't anyone riding around with a magic sword, helm, cloak, saddle, horn, loin-cloth, soup-bowl, et cetera. I guess this is what started me thinking along the lines of strain/exhaustion, as then you CAN'T keep it up forever.

Even in the Legendary sagas like Sigfriend, items are rare rare rare - once he has his sword and helm, those two items make him the most loaded guy in town. And where did they come from? Forged by the Nibilungs, given by gods . . . not made by man. Of course, this is a world where greedy old Fapnir just turns into a dragon one day, so perhaps trying to find a system won't work, at least not how I first thought.

BUT . . . in order to have some order, as Ron was rightly suggesting, I propose any ideas about saga magic go over HERE http://www.indie-rpgs.com/viewtopic.php?t=6247 under my saga campaign thread, and we can keep this about ideas involving strain/exhaustion. I might be working on sagas right now, but I'm still interested in how people think of handling stran magic, as it does tend to be one of my favorites.

Forge Reference Links:
Topic 6247

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On 4/30/2003 at 2:50pm, Andrea Gualano wrote:
RE: Exhaustion/Strain based Magic . . .

Some time ago I was thinking about "realistic magic"... well probably my very personal idea of what realistic magic should look like.
The definition I found was:
1) the only form of common magic should be very simple spells, of minor effect (and probably such things could be achievable even without magic)
2) legends tell of really powerful magic, and people are really afraid of witches, even if they've never witnessed such powerful magic

A way to enforce such magic by mechanics could be with an exhaustion system in which powerful spells can stop a character from using further magic for weeks or even moths.
Spellcaster characters will avoid using such spells because of the very costraining consequences, but they would be able if they wanted, and from a mechanical POV people have good reasons to fear witches/warlocks...
This could led to a game world where magic is pervasive, but powerful spells are rare enough not to change the "normal" way of things. (But spellcasters can gain much power by fear or persuasion)

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On 4/30/2003 at 4:58pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

A way to enforce such magic by mechanics could be with an exhaustion system in which powerful spells can stop a character from using further magic for weeks or even moths. Spellcaster characters will avoid using such spells because of the very costraining consequences, but they would be able if they wanted


So an extreme drain/exhaustion. But what the actual system? I'd be interesed in seeing a few more actual examples bandied about - referencing other systems and discussing theory is great, but does anyone have any rules ideas they'd like to share? I have mine, but they are a)on a corrupted file I am fighting with and b)in retrospect both mathematically cumbersome and highly derrivitive. I might throw them on-line just as a starting point, but I've quickly lost interest in where it was going. Anyone else?

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On 4/30/2003 at 7:55pm, Mike Holmes wrote:
RE: Exhaustion/Strain based Magic . . .

Well it's kinda hard, not knowing what the rest of the system would be like. Ideally it should fit right in.

But let's say that you had a hypothetical Magic Endurance (ME) stat that was unrelated to other stats. Basically when you cast a spell, you use some amount of ME. Then you get back your base ME every time you rest for eight hours, or sleep for four. This rate is penalized for less than optimum resting spots, and maybe boosted for resting in a magical place (think Rivendell).

Now, to make it interesting, Base the ME loss not on the base cost of the spell, but on a calculation instead of the difference. Thus, if a spell costs 13 to cast, you subtract the 10 ME, and lose 3. So now your ME is only 7. Now if you cast the same spell you lose 13-7 = 6 ME for a new total of 1. Cast it yet again, and you lose 12 down to -11. Cast it again, and lose another 23 down to -34. Next time I go down to -81. Next is -174. Call -200 the limit, so this spell can't be cast again. In fact, no spell with a positive cost could be cast at this point.

Now if I go to -174, it's going to take me about 19 rest cycles to get all my ME back (at 10 per cycle to get back to +10). At the very best, that's nearly five days. If you want to allow players to dig bigger holes, just lower the minimum to 500 or 1000. At near 1000 in the hole, it would take nearly a month to get back to full. And note that if you're that low, that it takes you nearly half the time spent descending even getting back to the point where you can cast one spell. Logarithmic that way.

Thus a character under this system would have exponentially more incentive to stop casting spells after each one. I mean cast this spell once a day, and you can rest it off in one night. And you can cast another in an emergency. Cast it six times, as in the example, and it's days before you can cast anything again.

I've made more elegant versions of this before, but this is just the one that comes to ming.

Mike

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On 5/1/2003 at 2:45am, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

My idea (which was based on the d20), had a MP (mental point) die, which worked just like the hit die - so it generates your clasic magic points. Spells have two ratings (level and effect), which you can chose to make the spell more or less powerful, and also set your target number for a save versus the spell. The spell costs a number of MP = level, plus any aditional damage taken if you fail the save. A character could spend any number of MP, even more than they have, but excess converts to HP damage and renders the spell caster unconscious. Casting a spell above your level incurs a penalty against the save, and increases the damage if you fail - thus a first level character could cast a tenth level spell, but they'd most likely fail AND kill themselves. But, if desperate enough, any level character could cast whatever spell they needed . . . I'll get my spell ideas on-line someday. Really.

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On 5/1/2003 at 10:36am, Andrea Gualano wrote:
RE: Exhaustion/Strain based Magic . . .

Chris wrote: So an extreme drain/exhaustion. But what the actual system?

I'm sorry but that system never left the conceptual stage.

In Mike's numbers, a powerful spell such as "death curse" could even cost 500 points , while healing a cold be only a few.
It goes without saying that the cost of each spell also depends on the feel you want for the setting, so that spells you think are more appropriate are cheaper.

A simpler system would be just to state that certain spells require a recovery time of X days.

But Mike's proposal allows you to burn more and more energy up to a point. I like that.

I also like the idea of risking hp/stun/death for casting higher level spells, but I think the d20 system progression is way too fast for a "realistic" magic system, so that you'll end up with fireball throwing wizards anyway.

I'd be interesed in seeing a few more actual examples bandied about - referencing other systems and discussing theory is great, but does anyone have any rules ideas they'd like to share?

No, I haven't got anything playable after all...
I'll try to post something more in the next days.

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On 5/1/2003 at 2:00pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

With the possibility of HP burn in exchange for quick power, I was specifically thinking of this scene in Garth Nix's Lirael (i think some of the best fantasy out today is aimed at adolecents). Lirael is a starting mage-type, able to cast basic spells (the magic is actually based around "charter marks", which are, in essence, runes). When corned by this terrible moster, however, she draws on an intense amount of power, and the resulting spell (which does work), causes her to pass out, burns her mouth so she can't speak for two weeks, and nearly kills her. She'd never do it again volentarily, but if its a choice between that and death . . . its like the magical equivilent of adrenaline, where you hear stories of mothers lifting trucks off of their babies. And I'm not sure that having the fire-ball flinging mages is so bad over all - yeah, I've been heaping scorn upon them, but I just don't want them in my saga game. Elsewhere it could be fine. If I don't want fire-balls, I could always just ban fireballs - sorry, doesn't work that way in my world.

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On 5/1/2003 at 3:45pm, Ron Edwards wrote:
RE: Exhaustion/Strain based Magic . . .

Hi there,

I have been remiss in not remembering the early 90s RPG, Sun & Storm, which might serve as the closest model for flexible, energy-based magic in the hobby. "Magic energy" in the game is very much like napalm - no matter what you do with it, it can flare up and cause all sorts of things, and it's costly to the body. What's even better is that the player sets the risk and power factor for these effects at the moment of each casting.

I highly recommend reading it; the whole issue we're discussing will be thrown into finer focus.

Best,
Ron

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On 5/1/2003 at 5:23pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

Okay, I just put my ideas for strain magic up as a Word document - any feedback would be great. There's a disclaimer at the top with the problems I see with it already (very crunchy). Let me know if its really close to anything out there; I don't feel a need to completely recreate the wheel. And with 1440 games listed at rpg-list, thats always a danger.

I've started a list of all the games people keep saying to check out, but we'll see how many my budget can support :)

http://theweekinreview.blogspot.com/v_rpgmagic.doc

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On 5/1/2003 at 5:29pm, Mike Holmes wrote:
RE: Exhaustion/Strain based Magic . . .

Chris wrote: My idea (which was based on the d20), had a MP (mental point) die, which worked just like the hit die - so it generates your clasic magic points...


Hmm. That's all very Rolemaster. Almost identical.

Here's an idea. What do you make your "save" against? Have that also be negatively impacted by a bad roll. Thus, as you blow saves, it makes you more likely to blow more and easier saves. In fact, you can have that be the only mechanic assuming that HP loss or the like are available results.

BTW, I'm a fan of randomizing these things to an extent. When you do so, it makes the character think about each use. But you have to have the odds shift on each use. Otherwise the roll just becomes "that thing you do when you cast a spell", and not much of a deterrent.

I mean either the random chance is marginal meaning that it's just an odd random event, or it's more likely to occur which makes being a mage so dangerous that nobody'd do it. With the sliding scale, the player determines their own risk level as they go, and has to consider each step as one deeper in the hole.

Mike

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On 5/1/2003 at 5:36pm, Chris wrote:
RE: Exhaustion/Strain based Magic . . .

Hmm. That's all very Rolemaster. Almost identical.


Know your roots - RM was my very first roleplaying game (which I must say is QUITE a different introduction than D&D). What I do with them is different, though it might be identical to some other system.

With the sliding scale, the player determines their own risk level as they go, and has to consider each step as one deeper in the hole.


Thats exactly what I'm trying to do - I don't want magic to be so dangerous that no one does it, but that the cause/effect makes one weigh its use. Which is why I still do like fate based games - you're taking a chance, but its a considered chance. Ah, there's the bell. Lunch is over. Back to teaching my little 10th grade darlings.

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