Monday, 30 December 2024

Beyond Vancian Magic: The Magic of Poetry

A late second entry for Beyond Vancian Magic, that came to me while sick and watching kids movies.

Freeform casting. That's not unique. But how about... you can cast anything you like. But you have to be able to express it in rhyming couplets.

Maximum number of syllables per line is equal to your casting ability – level, or something else, as you see fit. Interpretation up to the referee, who should be consistent with the player's intent and their power levels. More able casters should be able to use their increased number of syllables to create more powerful or more precise effects.

At second level, Be gone/Long one will dispel a snake. Lightning, thunder, all around/Soon the rain will hit the ground may summon a thunderstorm, but needs a powerful magician.

And portable illumination at first level? That needs imagination. The obvious one is.... Rather scatological.

Monday, 16 December 2024

1d6 Celestial Phenomena

Eldritch Fields requested 1d6 celestial phenomena for the OSR Discord's 2024 Secret Santicorn1. Also, the Goblette (Goblina?) has reminded me that it was, in fact, her idea that the Christmas elves should form a trade union. So whoever's drawn that one... the credit is not due to me.

Saturday, 7 December 2024

Beyond Vancian Magic: Skills for the Magic-User

As I mentioned in my last post, I've been messing around with the Thief. Actually, I've been thinking about character classes generally, and that includes the Magic-User. Magician. Mage. Wizard. Whatever you like to call them.

Which ties neatly in with the December RPG Blog Carnival theme, Beyond Vancian Magic.

I'll be honest, I actually quite like Vancian magic on magic-users1, although I do still need to read some actual Vance to fully appreciate the nuances. But the classic old-school D&D magic-user suffers a little, in my view, from trying to make everything a spell.

Why is that a problem?

Well, when everything is a spell, everything depends on being able to cast spells. Hence the question of what use a Magic-User is without any spell slots. Later editions of the game solve this with zero-level spells that don't require any resources. That's certainly one way to solve the problem. Not necessarily a good way, but definitely a way.

Another is to have the Magic-User do useful but non-magical, as suggested on I Cast Light! several years ago. And I'm sure by countless people who didn't have blogs over the preceding forty-plus years. Which is, again, perfectly viable. And whilst spell scrolls contribute, they don't entirely solve the problem.

But there are a couple of things that Magic-Users probably ought to be able to do, which most OSR games require a spell for, or just don't permit.

Sunday, 1 December 2024

Thoughts on a Skill System

 As is tradition, I've been redesigning the Thief1. Probably nothing novel, I may or may not post it the end.

But I'm drawn to a 2d6 skill system. Why? Partly because of the pleasing bell curve effect - a novice might succeed, a master will almost always succeed. And that eases itself into allowing some advanced thief abilities, i.e. the notorious 'climbing upside down and horizontally, voice skills such as mimicry and ventriloquism, and other skills of deception'. Yes, I have thoughts in that direction.

But there's another reason. Building on Dyson's d6 and 2d6 Thiefin' for Basic Dungeons & Dragonsthe 2d6 range lends itself to adding ability modifiers to the roll. Specifically, for a roll-high 2d6 system:

  • A 1-in-6 chance requires a roll of 10 or higher
  • 2-in-6 requires 9 or higher
  • 3-in-6 requires a 7 or 8 - there's no clean way to get a 50/50 outcome on 2d6
  • 4-in-6 requires a 6 or higher
  • 5-in-6 requires 5 or higher

Refining Thoughts on Ablation, Damage, and Death

This post by subjunctive moods earlier in the year got me thinking about ablative mechanics in combat, and Phlox’s All Damage As 1d6 reig...