What magic casting system do you use?

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Which magic casting system do you use in Rifts?

I use the rules as stated in the Rifts RPG
11
24%
I use the "quick rules" laid out by Kevin in the BoM, and other places
2
4%
I use an old magic casting method from another Palladium title (HU or PFRPG Revised, for example)
2
4%
I use P.P.E. Channeling as found in Rifter 21
15
33%
I use a homebrewed system, one found on the web, or other system from a non-Palladium source
12
27%
Other (please post what you use if I missed any...)
3
7%
None. I play games where magic is not allowed.
0
No votes
 
Total votes: 45

Jason Richards
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What magic casting system do you use?

Unread post by Jason Richards »

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.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

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.
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Dr. Doom III
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Unread post by Dr. Doom III »

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.
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Dustin Fireblade
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Unread post by Dustin Fireblade »

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.
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Unread post by Jason Richards »

Thanks everybody for the responses and keeping it civil and on-topic. Your feedback is greatly appreciated. Keep it coming.
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Unread post by LunarYoma »

i equate 1 magic action equal to to physical actions/attacks for simplicity.
Lunaryoma
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Unread post by MADMANMIKE »

..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]
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Unread post by Jason Richards »

Going once... going twice...

Interesting results, to be certain!
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Unread post by grandmaster z0b »

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.
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Borast
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Unread post by Borast »

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... :D
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Unread post by Dead Boy »

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.
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Unread post by Jason Richards »

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.
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