By which i don't mean shamanism, animism or new age witchcraft.
What i mean is magic that is innate to the character. Literature is full of it - normally elder races like elves, dwarves etc. Where age, skill and practise effectively result in what normal folk call magic - but no spells as such are cast.
I think that a simple scale based skill system can cover it. The lower end is for mortals/normals and the higher end is for the immortals/specials.
For example, the Hunting skill might be thus -
Rating - Effect
1 - +1
2 - +2
3 - +3
4 - +4
5 - +5
6 – Can predict the movements of game, gaining initiative automatically
7 - Can always locate food appropriate to the area
8 – Can hunt elusive prey normally (elusive being a property like invisibility, not leaving tracks/signs etc)
9 – A successful attack always results in the death of a game animal
10 – Sacrifice: Game answers an inaudible call, coming to the character and laying down ready for the killing blow. Normally, this takes the form of ritual and a type of connection between the character and the natural world
The simple + ratings would be adjustments to the skill check. Ratings above 5 retain +5 when they have to make a hunting check as well as the special effects.
Thoughts?
It makes me think of Vampire disciplines, where you basically get cookie-cutter, run-of-the-mill, powers with dot 1-5, and get to shape your own powers beyond. A little bit.
I think it's a cool idea, and making it part of a skill system instead of a full magic system apart of it reinforces the idea that magic is indeed mundane, part of life, for the characters.
I like it.
I've been thinking of a game where magic is simply the skill of something amplified.
You don't cast spells, call powers, or anything else. You just excel at something so well it IS magical by its nature. I thought it be apt for a Lord of the Ring style game. (Not necessarily Tolkien's world, but something aiming for a similar feel.)
"Magic" items come from great crafting. Like rope which has special wonders. Sailing with a highly skilled sailor and he literally catches the wind in his will, to move the boat and so on.
Quote from: Silverlion;383085I've been thinking of a game where magic is simply the skill of something amplified.
You don't cast spells, call powers, or anything else. You just excel at something so well it IS magical by its nature. I thought it be apt for a Lord of the Ring style game. (Not necessarily Tolkien's world, but something aiming for a similar feel.)
"Magic" items come from great crafting. Like rope which has special wonders. Sailing with a highly skilled sailor and he literally catches the wind in his will, to move the boat and so on.
Exactly my thinking! I had LotR in mind as an inspiration, too.
It certainly fits fiction & mythology, but there might be a problem if characters increase their skill over time. It's the same problem with rangers, which is that players' character concepts might not include magic. "I'm a hardy pioneer...now I'm the Last of the Mohicans...now I'm Gandalf for some reason."
You have a point, so i think it comes down to player choice as to how they advance the character rather than a predetermined package.
It might not work linearly, per se, like "Get high skill, do magic, profit."
Instead it might be more of getting a high skill is necessary for magic but one must pursue it beyond that--like a stunt in MSH or even Fate3. You learn a high skill then specifically go seeking to make it a magical ability by using what you know. You might be an animal trainer, or an animal friend, but do be able to talk to them means you must also go and use that skill and commune with animals in the wild for ten days, using only that skill to aid you the entire time.
Someone who wants to be able to send a suggestion--literally being able to freeze men in their tracks with a word, must study the races and learn the ways they are commanded. From the "stop" of children, to the command of a military leader. Then they must write a treatise on this knowledge (for themselves) and put it into practice. It isn't simply using the skill but manifesting it beyond the normal through specific focus on that effect.
Quote from: One Horse Town;383200You have a point, so i think it comes down to player choice as to how they advance the character rather than a predetermined package.
I think this largely depends on the nature of magic and the feel that you wish to present. In this assumed world, is EVERY smith with enough skill capable of forging a magic sword or do they also need
something else?
In the first case, your example scale makes sense. In the second, you would might want to conceive of your high skill levels as prerequisites to purchase your magic-like feats/powers/gimmicks or whatever else they're called in your system.
It's a neat idea. I wonder if you've thought about how these magic-like talents interact with the combat world? Are the most talented swordsmen capable of supernatural feats, etc?
Quote from: winkingbishop;383216It's a neat idea. I wonder if you've thought about how these magic-like talents interact with the combat world? Are the most talented swordsmen capable of supernatural feats, etc?
That's the general idea, yeah. Whilst talented archers can get all Legolas (LotR movie-like), talented diplomats can get all Saruman's Voice-like etc, etc.
This sort of concept would work really well with a Glorantha-like setting, where mythic ability is a very real extension of mundane life, with the line blurred between the two. Heroquesting and such.
Quote from: One Horse Town;383200You have a point, so i think it comes down to player choice as to how they advance the character rather than a predetermined package.
A lot of it also depends on scaling and how you set the progression.
I use very similar skills in my setting, and sub skills. Sometimes, powerful skill use is akin to magic.
To avoid letting this get too out of hand, a lot of what you called 'high ratings' skills are available only as sub skills in an ability. Basic Outdoors is a generic skill, with Track, Wilderness forage, and botanist as sub skills. Each of these has sub skills as well, such as tracking has Mind Track and Instill Dread as sub skills, and Mind track has a sub skill of Detect Tracker.
we use the same dynamic for combat skills and magic skills, as well.
Isn't this kind of what the 'charms' are in Exalted?
My understanding was that they let the Exalts channel their 'essence' into skills... so a blacksmith could make a really great sword or armor or whatever... (that's how they're explained in the quickstart).
One thing would be to make it about dedication. You have to really dedicate yourself to making the skill, and the event you're achieving matter. You couldn't throw around the "Voice of Command" to get someone to make you cookies. But you could halt a man with a sword about to kill your allies. You couldn't speak to every animal that passes, unless you make sure there is a need too. They'll be just happy being friendly with you because you know HOW to talk to them. Yet getting them to listen, and talk back--may have great need.
One consequence would be that characters eventually become like D&D characters:
Very skilled musicians can eventually inspire their companions with their songs. Very skilled priests can eventually argue the demons out of attacking them, or convert animals. Very skilled gardners can make plants grow just by talking to them. Very skilled orators can charm their enemies. And so on.
I have no problem with that, although tone will be important.
Alright, next question. Are there going to be any wizards or whatever in this setting? Any fireball flinging? Or would a sage/seer/magus be an extension of the previously described uber-skills (e.g. a skillful astronomer breaks past a threshold and can actually start telling the future; a naturopath gets so good they can sometimes restore limbs, etc)?
Also, do you have a game system in mind or are you creating something from scratch?
Quote from: Benoist;383298This sort of concept would work really well with a Glorantha-like setting, where mythic ability is a very real extension of mundane life, with the line blurred between the two. Heroquesting and such.
Also, I think it would fit well in a "Magical Medieval [real life place]" or Arthurian campaign.
Quote from: winkingbishop;383520Also, I think it would fit well in a "Magical Medieval [real life place]" or Arthurian campaign.
Yes, totally. I see what you mean. Which retroactively makes me wonder how well my MMFrance would work with RuneQuest.
Quote from: Benoist;383535Yes, totally. I see what you mean. Which retroactively makes me wonder how well my MMFrance would work with RuneQuest.
better than many games, I would think.
Quote from: winkingbishop;383519Alright, next question. Are there going to be any wizards or whatever in this setting? Any fireball flinging? Or would a sage/seer/magus be an extension of the previously described uber-skills (e.g. a skillful astronomer breaks past a threshold and can actually start telling the future; a naturopath gets so good they can sometimes restore limbs, etc)?
The most theme-appropriate way would be for wizards to be skilled scholars/academics.
Quote from: Benoist;383535Yes, totally. I see what you mean. Which retroactively makes me wonder how well my MMFrance would work with RuneQuest.
I assume you've come across the Val du Loup book for BRP? BRP Monograph (http://catalog.chaosium.com/product_info.php?cPath=37&products_id=3747)
Quote from: Simlasa;383618I assume you've come across the Val du Loup book for BRP? BRP Monograph (http://catalog.chaosium.com/product_info.php?cPath=37&products_id=3747)
Someone pitched it to me around here, but I haven't read it yet, no! Want to!
Quote from: winkingbishop;383519Alright, next question. Are there going to be any wizards or whatever in this setting? Any fireball flinging? Or would a sage/seer/magus be an extension of the previously described uber-skills (e.g. a skillful astronomer breaks past a threshold and can actually start telling the future; a naturopath gets so good they can sometimes restore limbs, etc)?
Also, do you have a game system in mind or are you creating something from scratch?
Haven't really decided yet.
I think it's going to be less overt magic than fireball flinging. Just an arcane extension to natural skill.
Quote from: One Horse Town;383805Haven't really decided yet.
I think it's going to be less overt magic than fireball flinging. Just an arcane extension to natural skill.
Powerful wizards might seek alchemy at some point--to extend their lives and allow them to pursue many skills to their magical ends.
Quote from: Silverlion;383853Powerful wizards might seek alchemy at some point--to extend their lives and allow them to pursue many skills to their magical ends.
Yeah, for mortals that'd be a powerful motivator!
Quote from: Silverlion;383853Powerful wizards might seek alchemy at some point--to extend their lives and allow them to pursue many skills to their magical ends.
Tools in general make magic seem more varied and 'real'. Alchemy and Artifice, elements and necromancy...
I'm a fan of this approach. I like games where flinging fireballs show a superpowerful rare wizard, something most people may never see in their lifetime...
Quote from: LordVreeg;383908Tools in general make magic seem more varied and 'real'. Alchemy and Artifice, elements and necromancy...
Just to add to the list:
so-called enchanters and the power of persuasion, manipulation, charisma.
stage magic that becomes true illusion.
divinations that come true.