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Post by Jona on Aug 6, 2005 20:49:07 GMT -5
My Magic Point System is a bit of a Kludge, magic users don't get nearly as many of the PPE points that they did in the original system. On the other hand, they tend to have about roughly the same number as a D&D mage. Addmittedly, with random dice rolls, you can have more or less Power Points but hey, that's the nature of the beast.
On the ther hand I'm also keeping a lot of the rules that Rifts had, because I liked the idea of Ley Lines and their influence on magic and mages and that blood sacrafice can give a bonus as well for evil mages.
The real problem with it was that in Rifts vs other D20, was that it used a physical attribute to determine PPE vs Intelligence for spells, and since spells in Rifts go up to L15, I'm not going to hold mages to the limits of Intelligence, so that means a dumb mage can cast high level spells.... just that he's not going to have the same amount of raw power at his disposal as would a more intellegent mage.
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Post by Jona on Aug 6, 2005 20:51:03 GMT -5
The real problem is Tattoo magic, which will have to use a Physical Attribute to determine Magic Points and to determine how many magic tattoos a character could in fact get. Slight variations off a standard theme, but I don't want to lose to much of the... mmm guess the best word would be taste of the original system.
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Post by Matt Droz on Aug 7, 2005 8:35:29 GMT -5
Might I suggest using skill schools as I do for d20 Shadows? 9 schools, each as a spellcraft subskill, and spread out among the different mental attributes (3 for Charisma, 3 for Intelligence and 3 for Wisdom). Perhaps something similar for Rifts?
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Post by Jona on Aug 7, 2005 21:15:46 GMT -5
mmm what page would I find that stuff on?
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Post by Matt Droz on Aug 8, 2005 11:37:35 GMT -5
In the shadowrun book I put together, it breaks down the skills used in the skill section and the beginning of the magic section details the DC of levelled spells and how to use drain with the skill checks as well.
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