Thursday, October 14, 2010

Some Cantrips

I'm busy trying to get all the spells done for the next version of the Beacon PDF. In order to manage this in a reasonable time I'm dropping the Arcane lists down to 9 spells from each level (9 levels 9 spells / level for no particular reason) and only going up to level 5 spells for now (enough to run a decent length campaign off this version of the PDF.) Anyway, as I go through them I'm finding that in order to make the lists more distinct I am having to craft some new spells or variants of existing ones to fit.

Here's an illusionist version of the Prestidigitation cantrip:
Decorate:  
Range: 10 ft.
Duration: 10 minutes/level.
Description: Performs minor visual tricks such as colour changes to things like smoke, clothing, eyes and hair, sparkling effects or other very minor illusions.
Also since the class descriptions are purposefully light there are some extra spells here and there to mimic class effects from other systems.  For example this Druid cantrip which replaces their resistance to faerie magic.
Resist Glamour:
Range: Touch.
Duration: 1 hour/level.
Description:  +1/level to resist charm and sleep effects of woodland creatures.
Or the cleric's first level equivalent of Turning:
*Turn Undead/Cause Fear:
Range: 25 ft. + 5 ft./level.
Duration: 10 minutes/level.
Description: 1 HD /level of undead/living are sent fleeing.

Another one of the reasons for only going to level 5 is to try to get more play-testing in before working on the higher level spells.

Wednesday, October 13, 2010

Arrows and Attack Bonus

Since combat is a 1 minute round, I'm seriously thinking of giving the Hunter class an extra arrow per round every three levels.  I'm still not sure what I think of the Attack Bonus rule in Microlite or if I want to use it but I suppose it could be used for the same effect (also used for throwing knives say...).
Attack Bonus

If the characters total attack bonus is +6 or more a second attack can be made with a -5 penalty. If the total bonus is +11 or more a third attack can be made at -10. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2.
Following this a Hunter at level 4 would get +6 bonus to ranged weapons (+4 for being level 4 and +2 for class bonus) so would get the extra attack then but at a -5 penalty.  That works out however I wonder if it would be better to just hand out extra attacks as a class ability and forgo the penalties?

Hmmm an update:  Mulling it over more, I thought about a good compromise that lets me keep the fun of the Attack Bonus but gives Hunters a little bump to make them an attractive an option as the Fighter (who get the combat bonus with all types of weapons and a HP bump to boot):  Give Hunters one additional ranged attack from the get-go.  This way a level 1 Hunter would get to whip off two arrows or toss two throwing axes in a round and then at level 4 they could get off a third one at a -5 penalty.

Friday, October 8, 2010

The Town of Milham

This is the Town of Milham done in Gimp with layers to separate the different features.

Milham 'the GM's copy'*
Here's Milham using other layer choices and some blending:

Milham 'the handout'

I still sometimes can't believe things like Gimp are free.


*ok ok I didn't print the keyed encounter layer because I might use this and there are spies everywhere you know.

Thursday, October 7, 2010

Empowerment and Counterspell

I'm choosing to keep the "Empowering" magic rules from Microlite Advanced because I think it's a great way to get magic characters to burn up more HP and get into fun situations.  The rules are:
  •     Extending makes a spell last twice as long as it normally would. An Extended spell costs an additional 2 HP.
  •     Empowering makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional 4 HP.
  •     Widening makes a spell’s area of effect twice as big as it would normally be. A Widened spell costs an additional 6 HP.
 What's not to like about that really?  I think this is like fast-food marketing techniques, getting players to spend a few extra HP to supersize their character's spells.

In addition there was a clever concept from the Microlite forums about something called Counterspell.

The premise behind counterspell is that generally magic duels are trĂ©s suck. Unless there is some serious preparation beforehand, the first mage to get off a spell is likely to char the other one into dust, silence them, or turn them into a paramecium. That's pretty boring. It's also a bit crummy because you don't often wake up in the morning expecting to get into a dramatic magic duel and so can't really prepare for it beyond the obvious.  To liven up this DUEL concept, magic users are allowed to attempt to counter spells cast by other magic users before they get cast.  The better you are vs the opponent magic user (levels), and the more effort you spend (HP as fatigue here) the better chance you have to counter their spell.  Falling to your knees in exhaustion after countering that evil mage's fireball before it blasts your half conscious companions off the bridge, now that's more exciting isn't it?

Here's how I wrote it up:
Arcane spell casters have the ability to disrupt other arcane casters by attempting to counter their spell.  Casters can attempt to counter any type of arcane spell, however get a -1 penalty when countering spells from other schools. Counter spell is considered a cantrip or level 0 spell but only counts as a minor action.

The moment that a spell is cast, any caster aware of that (and who has a minor action available) may try to counter the spell. In order to succeed the countering caster must pass a DC 20 + (spell caster's level) Save roll. Before rolling they may choose to use their magical energies to improve their chances of success: for each HP invested by doing so, this Save roll gains +1 bonus. This loss of HP is only healed by resting, as per normal magic rules.
Since Beacon spells take a full action to get off, you can only counter spells if you aren't casting them which makes for some hard decisions.  Also this is something just for the Arcane guys - the divine casters don't get to play.

Wednesday, October 6, 2010

Tuesday, October 5, 2010

Read Magic

I wanted the three Arcane magic classes to be as distinct as possible with little overlap - this would emphasize the differences in play approach of the classes.  Illusionists just don't deal out the same kind of damage as a mage would for example, their play style should be more subtle.  Druids would be experts at practical applications of magic, especially in the natural world.   Mages would have a wider array of magics and probably be more skilled at dealing with raw magic forces.  Also Arcane magic has to be real distinct from Divine magic - a decision that led me to include a lot of Druid spells into the Arcane lists, and eventually decide that Druids just weren't going to be Divine spell casters.  For the most part I did like the lists used in Microlite (which seem to be a paraphrase of the SRD spell lists), but there was some overlap and sometimes a spell's power would make it useless or overpowered in a point system where you could get away with it in a slots per day system.

The concept I wanted to get across was that Arcane magic was all about complicated and precise thought formulas - the kind of formulas that you would need to have in a book to constantly study and practice.  Arcane magic is about the written word.  Only Arcane magic can be made into scrolls.

Arcane casters, be they a mage, druid or illusionist, need a spell book and must spend time studying it and working with their craft. Now the spellbook itself isn't magic (although it probably would show faintly if you cast detect magic), however it is written in the language of magic and it's not just a book - it's also a quill and special ink and herbs and notes and lists written on the study of magic.  If you lost your spell books and equipment you would barely get by until it was replaced.  Just like you could possibly run a game of say BattleTech without the rule books and minis, it is a lot easier with them, especially a large game.   Especially a large game in the dark in a foreign language.

Microlite has spell casters knowing all spells of the level they can cast.  I like to scale that back quite a bit because I like making spells part of the loot.  Beacon rules state that Arcane casters start out knowing their class cantrips and and three 1st level spells.  The rest they must seek out in the libraries, dark catacombs and wizarding associations of the world.  The great beauty of this kind of thing is that you can totally slide in your own weird 3rd level spell in a old library deep in an ancient crypt.

I don't think I want to write specific rules for gaining new spells or what happens when your spell book is lost because that I think is a setting kind of thing, however personally I think I would be making it pretty hard on characters to cast spells beyond the simple cantrips.  In The Sleeping Dragon by Joel Rosenberg, the spell casters must visit the Library in the great city of Pandathaway to transcribe some spells that were lost when their spell books were destroyed.  It was a very expensive and time consuming process as befits all things relating to the study of Arcane Magic.

note: I read this cool blogpost about Vancian magic not long after I posted this.  Sweet.

Monday, October 4, 2010

Practicing Arcane Magic

In my addled mind I can picture the typical arcane spell caster.  He is not a young man, but he is not ancient either.  He has wrinkles around his eyes since he has had to spend a lot of time in in poor light studying.  His movements and words are precise as he has learned the consequence of an improper gesture or phrase.  He may be keenly perceptive or almost absent minded except where it concerns his area of study, whether it be the forces of reality, the natural world or the arena of the mind.  His power is not granted to him, it comes from his will to understand and his ability to hold onto his mind in this understanding.  He may be a good humored fellow, but he won't joke about magic.  Magic is serious business.

I like to think there's a reason that powerful mages don't often run roughshod over the world - it's because magic is dangerous stuff and if they don't eventually screw it up (consider the primary cause of mass wasting in mountain chains is not erosion...) they usually go crazy.  Giving up on Vancian magic does not mean that you have to neuter the magic of a spell system.  Yes a lot of this relies on the campaign setting, however in the rules I wanted to make sure that there was some reflection of this - so there is always a dice roll for casting a spell.  Along with a dice roll comes a critical hit/fumble table as well.

Also a personal peeve of mine;
Whenever I have someone look at Beacon (or Microlite) one of the first comments is "I don't like that magic uses up your hit points.  I think that will make players not want to cast spells."

I just don't understand this comment because having a fixed number of daily spell slots will also make players not want to use spells (especially once they have used all their daily slots up).  Here's a clip from a email I sent to doubtful friend of mine (who shall remain nameless for now!)
Figure that you are a mage with a STR of 13 and you get a 4 on your <hp> roll so you have 17 Hp which is pretty average.  A first level spell costs 3hp to cast and cantrips like the light spell cost 1 so at level 1 out the gate you can cast light 3 times, magic missile and 2 sleep spells (1+1+1+3+3+3=12) and still have 5hp left over before you pass out.  If you get to 0hp you still have 13 STR before you die.  If there was a real emergency you still can cast one first level and one cantrip and let the heavy carry you back to town and you get all your HP back after a good 8 hour rest.

That's way better than old school d&d where you would have one sleep spell per day*.
A Beacon mage will generally have more spells available to cast than their d&d counterpart, as well as be more useful when not spell casting due to the more flexible skill system.  Some of those spell might not work,  there's a small chance they may work at double or even triple levels of power or they might even backfire and scorch your MIND.

SO you get more spells my apprentice - but they will come at a price!  Mu-hahah<cough>haha


*and probably 2 HP --- in your face!