Phew!
Larric's worst fear of the moment was that the party would get roped into some political gambit without at least an opportunity to communicate with Sir Detrick. Hopefully there will be one now.
He might not be the man we want to give custody of Radulf to, but damn sure we shouldn't make up our mind about that before we ever meet him.
OOC:
I was wondering about that.Eleventh Century Remnant wrote:Let me see if I can give you a coherent answer to that...
Costing fields of magic the same as attributes would be an intuitive and sound thing to do, but for one big problem- they all start at zero and for the overwhelming majority of people remain there, so what does "below average" mean? What's "Supernatural"? The whole learning, raising and deriving mechanism for attributes doesn't really apply to them.
The alternative, they way it works at the moment, leads to big numbers for magic- mages gain in power quickly- which I'd like to throttle back on, but I'm still struggling to find an elegant rule to do it by.
Essentially at the moment, fields are treated as a skill too, just one that costs twice as much- so to take Wits from say 4 to 6, two levels, normally 1/2 point ea, doubles, so 1 point per, 2 points total. from 8 to 9, normally 1 point each, so in this case 2....
aah, this is a knock on effect of an earlier rules change that hasn't been properly accounted for. Only just realised that. Well proofread.
Essentially, it used to be that the rate at which skills got more expensive was a flat constant across all characters and attributes, going up in blocks of 8, instead of as it is now tied to the attribute and skill default. I forgot to revise that part of the system when I made the change.
A flat cost for magic would make sense, it's not dumb or unreasonable. You could keep it- you just have to explain that you're doing it.
You could also slightly pump up the costs, to bring them more into line so that mages don't become too powerful too fast.
All right, but what do you mean by "each group of attributes?" Do you mean the attributes I actually have as a character, or the racial attributes (5-15 for humans with an average of 10?) Do you group the attributes by physical/mental/social, and then assign each magic-attribute to a corresponding cluster?Right, major rule change for learning magic. Tie it more closely to the existing attributes; if it is bought and paid for as an attribute from now on it would actually rise too slowly, but- taking the average for each group of attributes- all being human so this would be easier-
below the normal minimum costs one point per level;
from there to the normal average costs two XP to raise per point in the field;
from the normal average to the normal maximum costs three XP per level to raise,
beyond the normal maximum physical attribute for the race in that group, four XP per point in the field.
(Say, "Martial arts" magic is tied to your physicality, and so orcs have a higher 'average' in it than humans, while "Wits" magic is tied to your mind and so orcs have a lower average in it than humans?)
[puts his rules lawyer hat on]Improving skill is now done as if the controlling field of magic was indeed an attribute, with a (nonexistent) default.
It's a bit of an improvisation, but it feels more or less on the spot- follows in from the rest of the stats, allows growtrh at a good but not too fast rate. Go with that for the moment and see how it does go.
The rule change- it freezes! It burns!
How am I to calculate the XP cost of raising a skill without knowing the default?
For example, if my Agility score is 8, my default Crossbow skill is 3, it costs 1/2 point per level to raise to 6, and 1 point per level to raise to 12. This much I know and understand- the numbers are N, 2N, 4N, and so on.
But all those numbers are scaled to the default of 3. If my Wits-Magic score is 8, and my default score is... nonexistent... then what's N? N is not a number, or N is zero, either way the XP allocation mechanic breaks down.
To clarify, let us not say that the default score for magic is nonexistent. Let us say rather that magical abilities cannot be used 'untrained,' even if theoretically you have a skill score in them by virtue of the default.
There might be some other skills for which this is true, physical or mental abilities that an untrained person simply cannot employ to any good effect- but I can't think of them off the top of my head, so maybe it's better to avoid the issue.