What magic casting system do you use?
Moderators: Immortals, Supreme Beings, Old Ones
-
- Palladium Books® Freelance Writer
- Posts: 3258
- Joined: Wed Jan 09, 2002 2:01 am
- Location: Houstown, Lone Star
- Contact:
What magic casting system do you use?
I was a little surprised that the majority of people that say they use P.P.E. Channeling in the other thread. However, the poll was a little screwy, so I wanted a more objective tally. This poll is specifically for what you use in Rifts.
Please just vote and maybe tell us in the thread which you use, but let's leave debating which is the best system for another time. This is just in the interest of an author/designer, curious at how his material was received.
Please just vote and maybe tell us in the thread which you use, but let's leave debating which is the best system for another time. This is just in the interest of an author/designer, curious at how his material was received.
Support the Breachworld RPG! This D6 RPG is full-color and packed with handcrafted gaming goodness.
Get the whole scoop at http://www.breachworld.com
Get the whole scoop at http://www.breachworld.com
- Nekira Sudacne
- Monk
- Posts: 15608
- Joined: Sun Oct 19, 2003 7:22 pm
- Comment: The Munchkin Fairy
- Location: 2nd Degree Black Belt of Post Fu
- Contact:
Your matiral was simple in it's use and execution but like many simple solutions just don't work quite right.
at higher levels the method makes for too powerful mages, revering the balance from a kid with stones killing a mage to a high level juicer/mind melter, even higher than the mage, don't have a chance.
I currently am using the rules as layed out in RMB, but am working on my own system to hopefully strike a better balance. the kid with rocks is a definate problem that needs to be adressed.
I like your system, it's just not quite right IMHO.
at higher levels the method makes for too powerful mages, revering the balance from a kid with stones killing a mage to a high level juicer/mind melter, even higher than the mage, don't have a chance.
I currently am using the rules as layed out in RMB, but am working on my own system to hopefully strike a better balance. the kid with rocks is a definate problem that needs to be adressed.
I like your system, it's just not quite right IMHO.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
- Dr. Doom III
- Knight
- Posts: 4099
- Joined: Mon Jan 08, 2001 2:01 am
- Location: Canada By Way Of Latveria
- Contact:
Here's how Doom does it.
A variation on the Magic combat table from Trans-Dimensional TMNT and HU Revised.
It is a variation because it also gives bonuses to spell strength and other bonuses gained elsewhere in Rifts.
Mages who are "pure spell casters" get two spell attacks per melee to start. "Combat mages” who are also trained in combat and "lesser spell casters" who are not as proficient in spell casting get one. Spells are cast in one action and all spells can be cast in one action regardless of level (although some may only be cast as rituals and high PPE cost also limit many spells).
New spell attacks are gained at levels 4,8,12 and 15.
Combat mages include:
Temporal Warriors, Mystic Knights and Battle Magus among others
Lesser spell casters include:
Techno Wizards among others.
A variation on the Magic combat table from Trans-Dimensional TMNT and HU Revised.
It is a variation because it also gives bonuses to spell strength and other bonuses gained elsewhere in Rifts.
Mages who are "pure spell casters" get two spell attacks per melee to start. "Combat mages” who are also trained in combat and "lesser spell casters" who are not as proficient in spell casting get one. Spells are cast in one action and all spells can be cast in one action regardless of level (although some may only be cast as rituals and high PPE cost also limit many spells).
New spell attacks are gained at levels 4,8,12 and 15.
Combat mages include:
Temporal Warriors, Mystic Knights and Battle Magus among others
Lesser spell casters include:
Techno Wizards among others.
"If liberty means anything at all, it means the right to tell people what they do not want to hear."
-George Orwell
-George Orwell
***Posting of articles does not imply endorsement of such***
- Dustin Fireblade
- Knight
- Posts: 3966
- Joined: Sat Apr 12, 2003 8:59 pm
- Location: Ohio
Use the PPE Channeling option. It makes it very easy for my style of gaming anyway where spell-casters are not common.
Currently I am re-working magic for my game, using a lot of info from the Chaos Earth Rise of Magic book.
Come to think of it, the Blue Zone Wizards ability to fire pure magical energy bolts seems to fit "PPE Channeling" in perhaps its most raw/earliest form.
Currently I am re-working magic for my game, using a lot of info from the Chaos Earth Rise of Magic book.
Come to think of it, the Blue Zone Wizards ability to fire pure magical energy bolts seems to fit "PPE Channeling" in perhaps its most raw/earliest form.
-
- Palladium Books® Freelance Writer
- Posts: 3258
- Joined: Wed Jan 09, 2002 2:01 am
- Location: Houstown, Lone Star
- Contact:
Thanks everybody for the responses and keeping it civil and on-topic. Your feedback is greatly appreciated. Keep it coming.
Support the Breachworld RPG! This D6 RPG is full-color and packed with handcrafted gaming goodness.
Get the whole scoop at http://www.breachworld.com
Get the whole scoop at http://www.breachworld.com
- MADMANMIKE
- Palladium Books® Freelance Writer
- Posts: 3356
- Joined: Sat Sep 30, 2000 1:01 am
- Comment: The Emolancer
- Location: Cuba, MO USA
- Contact:
..I use your channelling rules, striaght up. There's nothing arbitrary about them, whereas most other systems have no rhyme or reason to them.
..I'll leave my related question for a later thread once this one has had it's 15 seconds.
-Mike >8]
..I'll leave my related question for a later thread once this one has had it's 15 seconds.
-Mike >8]
Minions - Character Sheets <---- UPDATED LINK TO MY DA PAGE!!!
Must repeat my mantra: As a genius, I am not qualified to make the assessment "it doesn't take a genius to figure this out."
-
- Palladium Books® Freelance Writer
- Posts: 3258
- Joined: Wed Jan 09, 2002 2:01 am
- Location: Houstown, Lone Star
- Contact:
Going once... going twice...
Interesting results, to be certain!
Interesting results, to be certain!
Support the Breachworld RPG! This D6 RPG is full-color and packed with handcrafted gaming goodness.
Get the whole scoop at http://www.breachworld.com
Get the whole scoop at http://www.breachworld.com
- grandmaster z0b
- Champion
- Posts: 3005
- Joined: Mon Aug 04, 2003 1:44 am
- Location: Tech-City of Melbourne
- Contact:
What about using the standard rules but make it possible to "channel" PPE only if you roll on the optional spell learning/casting table on the Magic and Psionics GMs screen?
Basically it would mean that a mage could cast a spell definitely in the normal way, but if he/she wanted to use the PPE Channelling rules, then they would have to also roll a d20 to see if they successfully cast the spell or not.
It would be realistic because in combat you could take the risk and cast quickly or do take the time to do it properly and use up all your actions.
For those of you not familiar with it, depending on how low you roll, failure could either mean that the spell wasn't cast but no PPE was used or if it's a really bad roll the spell fails and the PPE is used up as well.
I like it, I might start using it.
Basically it would mean that a mage could cast a spell definitely in the normal way, but if he/she wanted to use the PPE Channelling rules, then they would have to also roll a d20 to see if they successfully cast the spell or not.
It would be realistic because in combat you could take the risk and cast quickly or do take the time to do it properly and use up all your actions.
For those of you not familiar with it, depending on how low you roll, failure could either mean that the spell wasn't cast but no PPE was used or if it's a really bad roll the spell fails and the PPE is used up as well.
I like it, I might start using it.
The word "THAN" is important. Something is "better than" something else, not "better then", it's "rather than" not "rather then".
I actually preferred the 1st ed, where the mage started with one spell castable per round, and eventually made it up to three per round...
Fnord
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
Cool...I've been FAQed... atleast twice!
.sig count to date: 2
"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...
Normality is Relative, Sanity is Conceptual, and I am neither.
- Dead Boy
- Rifter® Contributer
- Posts: 3068
- Joined: Fri Oct 06, 2000 1:01 am
- Comment: Eternal Defender of C.S. Righteous Indignation
~
Adamant Advocate for the Last Best Hope for Uncorrupted Humanity
~
Stalwart Exponent of the C.S.’s Eminent Domain of Man
~
Arbiter of Coalition Dogma and the Precepts of Emperor Prosek - Location: The black heart of Chi-Town.
- Contact:
I've alsways used the Main Book rules for casting. However, I think I will take a closer look at Rifter 21 for the PPE Channeling article. If nothing else this all has given me an idea on a possible house rule if it doen't pan out to my liking.
From the author of The RCSG, Ft. Laredo & the E. St. Louis Rift in Rifter #37, The Coalition Edge in Rifter #42, New Chillicothe & the N.C. Burbs in Rifter #54, New Toys of the Coalition States in Rifter #57, and The Black-Malice Legacy in Rifters #63, 64 & (Pt. 3, TBA)
[img]x[/img]
-
- Palladium Books® Freelance Writer
- Posts: 3258
- Joined: Wed Jan 09, 2002 2:01 am
- Location: Houstown, Lone Star
- Contact:
Thanks again for all of the feedback guys and gals. It's been enlightening. If anyone else has a comment regarding this topic, please step forward.
Support the Breachworld RPG! This D6 RPG is full-color and packed with handcrafted gaming goodness.
Get the whole scoop at http://www.breachworld.com
Get the whole scoop at http://www.breachworld.com