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> audun's ideas for an overhaul of SR magic, flexibility, consistency and magic
Edward
post Apr 25 2005, 02:58 AM
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QUOTE (audun)

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If you want to be able to create a tradition that isn’t in the book without calling it a flavour of hermetic or a new totem that otherwise works as a shaman you need a new list of spirits. This has been done twice in MITS. Wujen and voodoo.

Some guideline on how to balance spirit powers and availability would be useful.
Every magician would start with a single tradition with a discreet set of spirits. Access to more types of spirits may or may not be available as a meta magic. If the tradition you want is not listed in any book you can (with your GM) design a set of spirits appropriate to your new tradition.

Although this would be good for good players. Be warned, any system to design spirit sets will ether be stiflingly rigged and complicated (defeating its purpose) or open for easy abuse so it must be clearly stated that final arbitration of new spirit groups goes to the GM and the GM should be very careful what he allows.

Dose this mesh well with your plans.

I does as far as I can see. I proposed Mythic spirits as way to introduce new kinds of spirits in the system. Mythic spirits should be mostly like Loa, having a model for how new spirits like them could be.
I think the introduction of spirit groups beyond that should be something the rules shouldn't cover. MitS covers to much, p. 24-26 sums up most possible traditions, giving the them straitjacket of the current rules. Removing that part from SR4 books gives future SR writers as well as fans more leeway in designing new traditions. For instance could someone who actually knows something about Arab myths and magic, write up Djinns and Efreets as a spirit group.

You say no rules to do this. I think there should be at least guidelines to get the power levels appropriate. Other wise new groups will all be old groups with minor changes (including complete redescription of fluff) or compete munchkin monstrosities.

Edward
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audun
post Apr 26 2005, 06:48 PM
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QUOTE (Edward)
You say no rules to do this. I think there should be at least guidelines to get the power levels appropriate. Other wise new groups will all be old groups with minor changes (including complete redescription of fluff) or compete munchkin monstrosities.

What I don't want is rules for how to create new rules. There are two rules for creating new rules:
- rip off the established mechanics or
- create new mechanics and playtest them

That's what SR writers do. I'll like them to continue to do that, even when they are creating new spirit groups. Fans may do whatever they want and post house rules on their websites, here or on other forums.

I'd like a mechanic for how to create your own mythic spirits, though I have no sensible suggestions for that at this point. That would allow for a huge number of "freak traditions", where the Awakened has a really skewed or creative understanding of their powers. Beyond that the two rules above should be the only ones.
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audun
post Apr 26 2005, 08:48 PM
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QUOTE (Ellery)
Of course, this is a rationalization of the current system.  One could decide that the current system was bad for other reasons (e.g. balance), change it, and come up with a rationalization for the new system.  ("It is the act of dancing/meditating/etc. itself that helps shape magical energy" or somesuch.)

As stated it is really a matter of taste. Your rationalization makes sense to said point. Hadn't thought of it that way before.

Keeping a "centering for combat"-option may be a good idea, but I like the idea of centering as ritual magic.

Some possible options:
1. Centering takes 1 turn per every second die in the Centering test. With A. as the combat centering option.

2. Centering takes 1 minute per every second die added. This limits it exclusivly to non-combat situations, but makes it look even more like a ritual. With A or B as the combat centering option, or possibly both.

A. You may center ("power up") before entering a dangerous sitatution adding a "Centering pool" which may be used for the next Magic x minutes or untill every extra success in the pool is used

B. Fast (combat) Centering metamagic
With option 2. Fast Centering requires one Free action per turn for each die added to the magical test. This reflects that you may sing, dance, speak in arcane languages and meditate (mentally focus at least) while fighting. All other actions will off course be penalized, since the Free action only reflects the effort you have to spend exclusively on Centering. The actual dancing, singing, etc happens troughout the whole turn.

Keeping as it is now is of course an option (option 3), but I'd like dancing, singing, meditation, etc to be essential parts of doing magic. It is now, but only for Initiates. IMO it should be what the regular mages do, while the more powerful could do without. Right now I like options 2 and A. best. A powerful fireball with a few seconds focusing is for the Initiate, while regular mages have to spend minutes to do the same.

Come to think of it, it might be a good idea to keep the Centering skill for balance reasons. Centering is quite powerful regardless of which of the above options one uses, so it ought to have some checks on it.
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