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Messages - Sosthenes

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Novus RPG / More spells per mage
« on: April 14, 2015, 04:01:25 PM »
I like the idea with the two skills. I'm note quite sure that I'd need to retain that much of a granularity. "Well-known" and "somewhat proficient" might be enough.

I thought about a cost reduction for spells that were only usable with the secondary skill, but that doesn't seem to work mathematically (the cost of a secondary skill would outstrip any savings). No costs for "secondary spells" at all would make it cheaper to max out the secondary skill instead of "upgrading" individual spells to work with the major skill.

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Novus RPG / More spells per mage
« on: April 10, 2015, 02:38:47 PM »
I got no problem with each skill being learnable, but with the standard system, if I give out enough points to make multiple spells possible the non-magicians get a bit too powerful.

But you're right, so let's give an overview of the magic system. I'm trying my hands on a Novus conversion of Germany's "Dark Eye" system, to sell it to my players. Said system has grown with every edition and currently looks like a bloated cross between WFRP and GURPS (point-based, professions, lots of skills). Currently we're running a HERO conversion of that, and with all the house rules and customer powers, it looks a lot like Novus, just with a more needlessly complicated spell construction system

Academy of Mental Puissance:
Core spells (7): Charm Person +7, Dispel Charms +5, Cause Fear +7, Leech Mana +4, Hold Person +6, Compel Truth +6, Sleep +7
Other spells (14): Analyze Magic +2, Boost Stats +2, Constrain Movement +3, Telepathy +2, Blast +3, Hallucination +2, Dominate Person +4, Cure Poison +2, Change Memory +2, Detect Magic +4, Exorcism +4, Blur Memory +2, Mass Fear +2, Repulsion +2




So 21 spells that are known to most students. For context, you also get 37 other skills, languages and scripts. With Novus skills being much more coarsely grained, there's simply no balance here. Although that might be another solution, just bloat the skill list a bit to provide some balance. This is definitely a setting where a lore skill or a language isn't considered wasted.

There are two things I like about this and that I wouldn't mind to carry over into a conversion: Mages know a wide variety of spells and aren't equally proficient with each. So bonus points for any system which lets me keep it that way. And where it doesn't take countless hours and/or fiat judgements to convert the actual spells (Novus really wins here already.).

For my HERO conversion, I settled with "free" spells, so the PCs don't have to buy them as powers. Between the other guys getting "killing attacks" via their equipment, the cost of the mana pool and all the skills required it balances out quite well.
So every spell is a skill. By generally reducing the cost of skills in this HERO campaign and HERO's "skill bonus" mechanism (e.g. "+2 to all divination spells"), this works out pretty well. The spread between minimum and optimum ability isn't that high, though. It looks a lot like GURPS magery in play, where you try to get your INT and Magery high enough so that you just have to buy each spell for 1 (or 1/2) points, maybe with some additional emphasis on the spells that are really hard to cast.

So for Novus, I'm okay with not being able to model that every spell has its own level of mastery. If at all necessary, I can always create basic and advanced versions of the same spell. Avoiding instant mastery for any spell that you just learned is a nice feature, but not entirely necessary. Given that training time wasn't stringently enforced in the original, given enough experience points you could ramp that up unrealistically fast anyways. But I'm reluctant to part with the sheer amount of spells.

Although it seems that Novus' starting power level actually might be closer to the D&D idiom, and other games aren't quite that much zero to hero. So a few extra points at the beginning might not hurt.

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Novus RPG / Libram Novus #10 -- Alchemy 101 -- soon!
« on: January 30, 2015, 11:23:35 AM »
Oh, wow, a miscibility random roll table!

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Novus RPG / Regarding magic...
« on: January 16, 2015, 05:40:40 PM »
So the "don't attack rule" is already in play? I didn't realize that, it wasn't mentioned in the spell base and just appears in the main book at a few specific places (e.g. the cloak and gremlins). In that case, I'll probably just going to replace that with the "only in the buff" modifier. It's a bit more difficult when it comes to the same when shapeshifting. It's a disadvantage if you're shifting yourself, but an advantage when transforming others (you can loot the stuff of the guy you turned into a frog).

Anyway, thanks for the long answer. I'm starting my conversion and will probably get back here with further questions or the results

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Novus RPG / LN #11 combat system and armor
« on: October 17, 2015, 02:53:48 AM »
Unless I missed something, the new weapon skill rules in LN11 will make things for heavy armor dudes a lot harder. Previously, a lot of the weapons that go with this kind of fighting style were based on Str and thus didn't carry a penalty for trained users, but now those all use Spd.
Whereas you'd have no trouble at all fencing with a rapier or swinging around a quarterstaff (which was one of the few weapons which ran with Spd previously).

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Novus RPG / More spells per mage
« on: April 10, 2015, 09:41:31 AM »
Let's say my setting has a lot of spells. Even beginning mages might know about 20 of them good enough to cast them. I can simulate this a bit by just making the lesser known ones weak enough so that they cost very little (once the players knows them better, they can "upgrade" them to more powerful ones). And of course I can give out more points to everyone at character creation.

But are there any other ideas about this? Cheaper spells if bought as a package? Spells given for free, but the cost used as the base of a casting penalty (cf. HERO)? Free spells but multiple casting skills (one per spell a la GURPS is probably out of the question given the cost structure and the lack of "Magery", but maybe one per "school" of magic?)?

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Novus RPG / Regarding magic...
« on: January 13, 2015, 11:38:21 AM »
I'm just getting into Novus a bit more seriously, as it looks like it might provide a shorter path for my current conversion that the mass of HERO house rules and powers I'm using right now, and hitting some of the same sweet spots at the same time (I think there's some Champions/HERO influence, right?).

One of the bigger problems with any rules/setting conversion tends to be the magic system. That's actually a major selling point for Novus, as I really like what I found in Libram #1. But, of course, a few questions remain and if anyone has suggestions for possible house rules, this would be much appreciated.

1) There aren't that many limiters (i.e. negative modifiers) in the spell bases, so it's a bit hard to judge how much they'd be worth. Are there some that could be "reverse engineered" from existing spells?
Let's use invisibility spells as an example, what would it be worth if you turn visible when you attack (like bog-standard D&D)? How much would you get back if only you turn invisible, not your clothing or equipment?

2) Healing has no "scaled healing" option, but judging from the core spells, I assume it's +2/+4?

3) Some mages, witches etc. might have personal magical items -- staffs, cauldrons, scrying globes. These are progressively imbued with special abilities that are only usable to the enchanter, i.e. it's not a generic magical item. I'm not quite sure how I would model this. I could just do a bunch of talents. On the other hand, I could take a hint from the Summon Familiar spell and just make them all spells. Possibly even as a separate school ("ritual magic"?), although . I think in both cases there'd be lots of hand-waving regarding the costs...

4) Now what about alchemy? Sounds a lot like #3 to me.

5) Would using SP to lower the CTN break thing noticeably, as a general adept ability? Any ideas about the ratio?

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