2 hours ago, Wisconsen said:Maybe you should re-read it.
I was speaking to the base magic system as presented in the CRB, as presented by the Original post, quoted above for reference. Now if you want to talk about the evolution of the discussion from the base system in the CRB into homebrew territory that is also perfectly fine by me.
If you are removing magical implements, which are as far as the system is concerned with regards to the attack magical action, you need to have a fair comparison for a baseline. To do such you cannot compare a magical attack to any weapon attack, as you have removed their equivalent of weapons. It's not worth delving into all of the ways this continues to make magic far superior to natural attacks available via the CRB (again if you want to debate natural attacks via homebrew that is a completely different discussion).
However, making magic viable without implements just needs a base damage modifier on the attack magical action. My suggestion would be base +3 modifier. Or even break it up depending on tradition. For example if the specifics of the setting has Arcane magic as the magic of war, maybe the arcane attack action gets a +4 (akin to a staff). If, in this same setting, divine is not often used for offensive measures maybe only a +2 as it would still be effective when it is intended to be via the holy/unholy effect. As two such examples.
Though an easier, better, and more balanced way (in my opinion) would be to tie and bake in differing implements directly to either the magic types themselves (divine, primal, arcane) or the method of access to the magical ability. For example you could very easily bake the holy icon into divine, and druid circlet into primal. Then, emulating varied fantasy sources, bake in the remaining and/or desired implements into arcane via method of usage. If you learned arcane via a war mage school it might be a staff. If you learned via apprenticeship maybe an orb, a wizard academy or school a wand, and natural ability (akin to sorcerers from DnD and other fantasy archetrypes) magic rings. From there you bake in the damage bonus on the attack action as well as a secondary affect that is applicable within the narrative.
For example using a system outlined above if a Arcane Caster studied as a War Wizard, their attack action would be a +4 damage and they get the first range upgrade for free, thus baking the effects of the staff into it without actually using a staff in the narrative. This fulfills the narrative need with minimal mechanical mess, and maintains most of (though not all off) the balance of the system as presented via the CRB.
You are right, I had to reread it. Instead of saying it in his first post, he said it in his first reply. I was so off. I’ve bolded and italicized the relevant text.
On 5/25/2018 at 10:05 AM, Archlyte said:Thank you so much for the responses thus far
I am trying to understand the default mechanics so I can see what I need to tweak in order to get the feel I want. I want to have a version of this magic system that does not rely on the implements, but instead has magic as an innate ability of the caster (I like the idea of implements but not for the setting I am using). Would you suggest I just add the average of the implements rating? Or maybe add the Skill Level to damage? I didn't see the 2 Strain thing, but I am still reading.
As for whether or not we can compare a magic attack to a weapon attack, the notion that you can’t is, simply put, silly. They are both attacks, they both do damage.
Implements are not the equivalent of magic weapons. They are the equivalent of weapon attachments. Magic itself is the equivalent of the weapon with baseline damage and various upgrades you can make when casting a spell. There is nothing inherent to the system that requires a magic implement in order to increase damage, it’s just the default way the developers did it. Fortunately for us, the developers also gave us a very open ended system that allows for the creation of talents and other abilities so we don’t have to rely on the magical equivalent of weapon attachments if it doesn’t fit our ideas for a setting.
Your solution is mostly fine, if a little overpowered for starting characters. The only flaw I see is that you provide no room for the magic caster to improve, other than just by base skill. At the risk of becoming subject to your wrath once more, let me point out again the magic/weapon comparison. Unless you’re providing some other means for the caster to advance in power, your solution is essentially like giving an archer a base bow and never offering anything better. Any solution that allows for a path to upgrade without diving into the world of magic implements is going to create a little mechanical mess. I would rather bake the mechanical mess into talents, myself.
Edited by Simon Retold