I've been thinking about magic in Genesys a lot lately. Noodling beyond al dente on the subject. I think I've finally resolved how I am going to run magic, and I feel like the intent of the system proposes magic, and I gain that insight from the Gencon Genesys characters. Shoutout to Silverfox for the thread:
On 8/22/2017 at 2:58 PM, Silverfox13 said:I scanned some character sheets that I had from the demo here: https://drive.google.com/file/d/0BzFUyVoAj_JlQThGMUxpaWpzQm8/view?usp=sharing
I look at Leoric and look at his spells. He has actual spells like you'd expect to see in D&D. He doesn't just use Magic type: Attack he has " Arcane Spear " which is based on the Attack magic type of course. But he also has " Imbued Strike " a completely different spell, but still based on the Magic Type: Attack.
The posts I've seen around about how to make magic feel more like other RPGs, I feel, is to follow this path.
My proposal: make individual spells, with their own flavor and trappings, stealing trappings from Savage Worlds, of course. With this kind of customization you can determine, on a spell by spell basis what spells are available to which skills, not only that but you can restrict which additional effects may be available to specific spells, don't think a "Fireball" should be able to add the Ice Effect? No problem! Maybe Fireball doesn't get additional effects, it's just an attack with blast and deadly. Adding limitations like this could be a good reason to reduce the difficulty of the action by 1 difficulty, without changing the strain cost. Another complaint I've seen around is that it doesn't make 100% sense that heal is only a divine or primal magic type. What about a spell like 'Life Drain' that is traditionally an arcane spell that damages a target, but also heals the caster? It might look something like:
Quote
Life Drain
Concentration: No
Skills: Arcana
Magic Action: Attack, Heal
Additional Effects: Close Combat
The caster makes a magic attack against one target at short range or engaged. The difficulty of this magic attack is Average (2 Purples)*. The attack deals necromantic damage equal to the caster's Intellect (because it's Arcana only) , plus 1 damage per uncanceled Success. The attack has no set Critical rating, so you may only inflict a Critical Injury with a Triumph. The caster may spend 1 uncancelled Advantage per wound, to heal a wound up to the amount of damage dealt.
*Note: I know the actual difficulty in the base rules system is 3 purples (Attack is 1, Heal is 1, and Close combat is 1), but I am using this as an example of a reason to reduce the difficulty of a spell when you add limitations.
Also, imposing a limit to how many spells a character can learn, may also help those who feel like the magic system is far too broad and open, like myself. Perhaps a limit like 'Spellcasters learn spells equal their Magic Skill rank.' That way they learn new spells when they gain a Skill Rank. Or 'Spellcasters learn spells equal to their Characteristic linked to their magic skill' so they'll probably learn more spells sooner, but then only gain more spells when their characteristic goes up. I'll also probably make a Talent like: Learn Spell. And even with the talent a caster at most will only learn 10 spells total, making casters pick and choose the spells they really want.
Quote
Learn Spell
Tier 1
Ranked
For each rank of this talent you may learn a new Spell of your choice available to your Magic Skill.
This can help differentiate between spells, that way Telekinesis, Transmutation, and Detect Magic aren't all a single Utility spell roll, and feel like distinct spells.
Overall I am pretty confident about this sort of limited spell based magic system from a roleplaying point of view as well as the intention of the Genesys magic design. But what do you think?