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Author Topic: Some discussion regarding Impedance of armor when casting spells  (Read 2036 times)

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Offline Tywyll

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Some discussion regarding Impedance of armor when casting spells
« Reply #30 on: May 15, 2011, 02:17:38 AM »



Of course they can.  But equally, this game does intend to compete with an already full market.  Since the rules are divorced from any sort of setting, if I were buying it, I'd be looking for something generic.  So when I hit a SETTING based rule in my system, as a customer, I find it rankles.  If there is clear balancing going on, fair enough.  If there are other factors involved (different types of magic behave differently), again, I'm amenable. 


The armor rules ARE balance-based, not setting based





I'd have thought that the small amount of power points that casters get (2 per level) is the real balancing factor, along with the cost for spells and spell skill, not whether they have armor. 




It just seems needless, from a balance perspective, and antithetical to the core assumption of being able to build the character YOU want to play.


You can build the character you want - within the limits of balance within the system.

But what is not wanted, is super-mages who can cast spells in plate armor (with other defensive spells piled on top), fight with a sword





Nor is that what would result from allowing them to wear armor.  Where did you get that? 

If you are worried about layered defensive magic, don't let it layer (or make the kind of protection spell that does layer be much weaker than the one used without layering).  I mean, that's not complicated.  Tons of games have 'gish' style characters without breaking. 





Yeah, I know that.  I was looking for a way of making 'Class' even relevant in my proposed changes.  So skill selection and Magic stat are determined by your class, but you get to pick your spells to build your 'school' (or the GM picks them for you). 

My original idea was that you would pick the stat you wanted your magic to be based around.  You could have a Con based innate magician, for example.


No, not doing a "build your own School" system, sorry. Building Schools of Magic should, IMO, be limited to the GM, designing them for HIS setting. Novus has to give some example Schools, and that is exactly what we do.





I never said it wouldn't be in the hands of the GM.  By dividing Magic into Low and High, and saying caster methodologies get X spells from High, you put it in the GM's hands.  Or the player's hands, if that's what the GM wants. 

The implication is, that if a PLAYER were to pick whatever high spells they wanted, it would make things Unbalanced, somehow.  But if GM's do something similar, their creation won't be?  Because there's no guidelines on spell values, in a balance sense, or how powerful a school should be.  Maybe this is something you have planned for a supplement, I don't know. 





Thank you.  I agree that GM's can and usually do houserule any system they play with.  But thinking about it from the perspective of new players/groups and I wonder why things should require them to do so.  I think Priests as a concept should have that element to begin with, rather than needing to add it later.   


Yes, I do need to expand the Clerics a bit. I will likely present 2 or 3 alternate Spell lists (built off the existing spells in Novus) for players to choose from. However, these Clerical Spell Lists will have to be based on something, so most likely, they will be based on the Gods from the setting that I am developing for Novus - Tyrlon.





Sure, that makes sense.  Though you could just as easily base them on concepts [Sky God, Sea God, Trickster, Death, etc].





Yeah, I gotta agree with you there.  I'd rather see four archetypes:
Martial
Rogue
Caster
Hybrid (Caster+Martial or Rogue)

Each with flexible skill sets/advantages so you can build your own.  Martial and Rogue characters would get X advantages from a list, or maybe Martial get Combat 2 + X Points of advantages from the following...  Rogues get Combat 1 + X points of advantages from the following... 

Easy peasy...


Not easy peasy, not when you are trying to balance things properly. Not everything is equivalent....

So, sorry, the existing non-spell-using classes will remain.




Are the current classes built around a numerical value?  Since elements can be purchased and have a value, then it should be DEAD simple to 'balance' them. 

Let's see:
Archer:
11 Skills
26 Points of Talents

Fighter
10 Skills
31 Talents

Minstral
10* Skills
21 Talents

Rogue
11 Skills
24 Talents

Thief
9 skills
23 Talents

The above numbers include the skills from Favored Skill and Combat Talent.

So... based on those numbers, it seems fairly straight forward:

Martial
10 Skills (No more than 4 skills within a skill needing specialization, like Combat Skills or Craft).
Up to 4 Talents (but no less than 3) with a total cost of 30 or less
Must pick either Combat Training 1 or 2, the rest must come from the following list: Armor Lt or med, Shield Use, Favored Skill (one time only), Natural Talent, Waylay

Of course, with this type of system, you'd do better opening the list of advantages characters can pick from, but the above would adequate represent the existing classes with only the Minstral being a sort of outlier. 
 







imported_Rasyr

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Some discussion regarding Impedance of armor when casting spells
« Reply #31 on: May 15, 2011, 01:04:25 PM »
The only reason I am combining the spell using classes is because they all have the same identical Special Ability and they all shared several of the same Favored skills. So combining them does not make for a major departure from what is/was already present.

However, combining the other classes, to me, does not make any sort of sense, because they don't share the same Special Abilities, nor do I wish to make the game more complicated by trying to setup what amounts to a "Class Creation System" for the core rules. That sort of thing is something that, IMO, should go into a set of GM rules, specifically telling how to create new classes (I gave a short explanation in another thread around here somewhere).

Too many choices at the onset can be daunting and intimidating (not for everybody, but for some). I cannot go by personal preferences, I have to write and design for the larger, overall picture, for the potential wider audience.



Impedance will stay. In fact, (as discussed in another thread someplace) I will be expanding it so that players can either pay the Impedance cost, or swap a point of Impedance for a +2 to the Casting TN of the spell (or a -2 to their casting roll). And you are correct that things such as CP cost and SP costs are balancing factors. However, none of them, by themselves works perfectly, but taken together, as a whole, when compared with the whole of the magic system (including the Spell Base rules from LN#1, which was originally part of the core rules, and then removed as being too complicated for the core), work quite well to balance everything out.



Also, I think that it is important to point out one additional thing. I am not writing Novus to "compete" against a market already filled to the brim with other systems. I am writing Novus because it is a system that I want to play, and I want to share it with others. I don't have a huge company or extremely popular (and expensive) license behind me, so I know going into this that Novus won't instantly be a "huge hit". This is me designing what I think is the best game I possibly can, and putting it into a format that will be workable and appeal to the widest audience possible.

If folks like it - so much the better. If some folks don't, then good luck to them with their game of choice and no hard feelings.

Offline windmark8040

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Some discussion regarding Impedance of armor when casting spells
« Reply #32 on: May 15, 2011, 09:10:00 PM »
First of all, Tim, thanks for taking the time out to have these (sometimes heated?)