Magicproposalrodentia
From BluWiki
Magic Slot-Dice System
Magic is very hard for rodents to use, as such we�ve created a casting system that emphasizes that point.
In the Rodentia world you don�t just learn a spell and use it as the same efficiency as some one who has mastered it�s use for decades. As such spells come in casting ranks, separate from the spell level. A casting rank is how easy it is to cast a spell. Unless otherwise mentioned in a spell�s description you will roll three dice based on your casting rank. In order to succeed in the most basic of spells you will need to roll two of the same number.
For instance; You cast �Push small object�, you are a Novice with that spell so you will roll 3D12. You roll 8,1,10. You continue to cast the spell on your next turn and roll 7,4,7. You succeeded in casting the spell!
When rolling 3 of a kind it is considered a critical success, and you are given 1D4 as a bonus die.
Rolling 2 of a kind adds +2 to your hit, and rolling 3 of a kind adds +3 and bonus
Novice uses 3d12s,
Apprentice uses 3d10s,
Journeyman uses 3d8s,
Expert uses 3d6s,
Master uses 3d4s.
-Boril
Magic System
"Slot"-style Dice Rolling
Each individual magic spell has 6 different proficiency levels
Nonproficient - Can't use
Novice - Roll 3d12s
Apprentice - Roll 3d10s
Journeyman - Roll 3d8s
Expert - Roll 3d6s
Master - Roll 3d4s
8 schools of Magic
- Abjuration
- Alteration
- Conjuration
- Divination
- Evocation
- Illusion
- Necromancy
- Truenaming
In order to use spells from a different school, must have spent points in that school
Level in school determines bonuses
Each spell will tell you how many attempts you need to succeed, and how many successes you need to cast the spell optimally.
This Magic casting proposal is still in the infancy stages, but is novel enough to warrant further discussion. Uriel
Anonymous proposed,
"Hey Rodentia guys
I'm not entirely sure whether your whole project isn't furfaggotry or not, but your magic system intrigued me. I have a suggestion. You guys said that you needed so and so many successes to use a spell - well, since magic is hard enough already with needing duplicates, why not just have a maximum amount of turns you can spend to try to cast a spell. If you get a success, you can choose to use the spell right there, or you can spend more rounds trying to get more successes, with the amount of duplicates you roll determining a multiplier of sorts to the success.
IE Spell has maximum of 4 rounds to cast
You decide to roll all 4 rounds and get 2 successes. You get the bonus and multiply that bonus by 2 for the number of successes.
A crit counts as 2 successes for the purposes of this.
What do you guys think?"
Magic System = System for Everything?
This whole magic system with rolling 3dX and going for pairs seems to be very well received... I don't see any reason why we shouldn't use this system for the entire game. We'll see if it works well for everything, but other protracted actions seem to be well suited for it. For instance, crafting - having a similar system where you roll XdX for some amount of turns trying to get a certain amount of matching dice seems like a great way for crafting. For instance, maybe you're making poisoned potions. You're not that great at it, but you're not a beginner, so you run 3d10. Let's say you have 6 turns at a maximum before you fail and waste your resources. But, for each matching pair of dice, you create one potion. I think it works well.
I think it would work with combat with a little tweaking, too. You'd just have to make it opposed; here's what I have in mind: There's a gerbil and a hamster fighting. You're the gerbil. You decide to try to kick the hamster; we'll say they have equivalent stats. So, you're going to roll 3d10 to try to kick the hamster, with let's say 6 turns again. But, you gotta take the hamster's defensive stats into account, too. It'd be harder to kick a trained soldier hamster than a farmer hamster, of course. So, you could modify what numbers you have to roll or how many successes you need dependent on the defenders stats, in order to make the defender's stats come into play. But that seems unnecessarily complicated. Instead, let's say that the defender just rolls to defend.
So, basically, you, as a gerbil, are rolling 3d10 over 6 turns to kick the opponent, and the hamster, the opponent, is also rolling 3d10 over 6 turns to defend. Whoever ends up with more sucesses wins. Now, for the defender, he just has to have one more success than the attacker to defend complete - there's no "critical block", heh. But the more successes the attacker wins by, the stronger his kick.
Example:
Turn 1 - Gerbil rolls to attack, hamster defends. He gets one more success than his opponent.
Turn 2 - Now it's the Hamster's turn, he can attack or cast or flee or whatever.
Turn 3 - Now, since the Gerbil's winning his attack, he could decide either to just land a basic kick on his opponent, or to continue the rolling. If he continues, he might get more successes and have a more damaging attack, but it's a bit of a gamble; the opponent might get more successes if he keeps going and block the kick. The attacker does have the advantage, though, since he decides when to stop, but if he doesn't win out by the end of the 6 turns or whatever, then he's lost the attack. He should probably face some penalty for that. I mean, if you're casting or crafting, then you'll lose MP (or whatnot) or crafting resources if you fail the action. Maybe if you fail a kick because you're used up all 6 turns without out-rolling the defending, you should be left prone or something.
And then, with this system, you could vary the difficulty of the roll based on what sort of attack you're doing (i.e. a flying kick to the head would be harder than a general standing kick) based on how many turns you have or what dice you're rolling, d12, d10, etc., just like the magic system, and you wouldn't have to worry about making calculations based on the defender's stats, which is just a pain in the ass. Tell me what you think! - anonynona
I like using the novice-master dice system for things such as magic and skills. However, I feel that using it for combat is not a good idea. It'd be better to rely on a simpler series of rolls, I'm of the opinion that when it comes to combat in any system, the less dice you have to roll, the better. - bozerun



