Also very useful feedback.dymondy2k wrote:I like the supplements that I can just "bolt-on" to the core rules that don't neccessarily supercede them but work with them.. Constructive seems to be more of the 'We've changed the rule mechanic from the core rules so do this instead'Solomoriah wrote:Elaborate, please.dymondy2k wrote:Prescriptive = Bolt-On.. I think you nailed the reason why I use some supplements and not others.
Magic-User Options
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Magic-User Options
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Magic-User Options
Yeah, I tend to agree, LL (though I know I need to rethink a lot of things after the discussion above).LibraryLass wrote:Maybe, but then so do spells. To use an analogy magic-users are one key to that particular lock.Solomoriah wrote:A thought just occurred to me...
A magic bolt is, well, magic, right?
So it hits monsters affected by magic weapons?
Actually, the idea has been around in various forms for quite a while. Maybe Smoot came up with it independently as well, but I first saw the concept proposed at Lord Kilgore's blog.LibraryLass wrote:Edit: Smoot's the one who proposed the rule so I'll go with his interpretation.
Re: Magic-User Options
The general concept of an Arcane Bolt is certainly not original to me. I have seen forms of it going back to the 90's or perhaps even into the 80's... however, my own version is unique to me. When I write supplements, I may work upon a concept found elsewhere, but I generally do not reference any other source material while writing my own. This keeps me from copying much, and certainly frees me from any plagiarism concerns with respect to my actual writing.... with a side effect of giving BFRPG its own sort of flavor to such ideas. (one can see this sort of thing in the writing of the Familiars Supplement... very unique to BFRPG in its writing and the rule particulars).
A sort of personal mission when it comes to BFRPG is that of minimizing the impression that BFRPG is merely a copy of a certain sort of game and that all its additional materials are just pale shadows of stuff for those other games/editions. BFRPG is robust enough to carve its own way as a game. I can imagine other games porting our material to their use.
A sort of personal mission when it comes to BFRPG is that of minimizing the impression that BFRPG is merely a copy of a certain sort of game and that all its additional materials are just pale shadows of stuff for those other games/editions. BFRPG is robust enough to carve its own way as a game. I can imagine other games porting our material to their use.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
- LibraryLass
- Posts: 1008
- Joined: Tue Feb 05, 2013 10:02 pm
Re: Magic-User Options
I meant in the context of this particular supplement. Microlite74, my other old school game of choice, has had Arcane Bolt from the beginning.
Bedivere, I'm sorry, you did bring it up first in this thread but when I posted that fact had slipped my mind.
Bedivere, I'm sorry, you did bring it up first in this thread but when I posted that fact had slipped my mind.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty
http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
Rachel Bonuses: Now with pretty
http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Magic-User Options
No need to apologize! I just wanted to avoid the priority argument (he said it first, so we'll do it his way), especially when you are agreeing with me.LibraryLass wrote:I meant in the context of this particular supplement. Microlite74, my other old school game of choice, has had Arcane Bolt from the beginning.
Bedivere, I'm sorry, you did bring it up first in this thread but when I posted that fact had slipped my mind.
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: Magic-User Options
I always look at balance.
The factor I'm looking at with this is ammunition - unlimited magic thrown dagger expies, compared to the archer and slinger who will be limited on their shots in a battle. Better still, there's no monetary cost involved. Some sort of limiter might be needed for balance. This would be something to look at in playtest.
Something I'd toyed with is using an alchemy/material component approach to this - little magical concoctions that provide the power or damage (from thrown packets and charged acorns to drawing energy out of small vials to launch at your enemies). Another angle on this - and one that can take the magic damage out if that's an issue - is to build off a mage hand type ability - using magic rather than muscle to throw daggers (bullets or whatever you want to allow) at your enemies. If shot limit isn't an issue, magical retrieval would work here. (Yes, I do like the image of a magic user casually opening his cloak, and having a set of knives float out an launch themselves at your enemies.)
Something along these lines would work well as its own spell. The trick here would be to fix the level, addressing concerns about the number of available shots (which might tie to level), and finding the right alliteration to name the baleful bundle of bullets.
If you don't cantrip it (with a 10-round limit), I'd make a multifunction spell of this (because I love added features) - The spell summons a cloud or orbiting ring of small glowing magical spheres, which follow the caster. Until expired (or the shots are used up if there is a limit), they also provide candle-to-torch levels of illumination.
The factor I'm looking at with this is ammunition - unlimited magic thrown dagger expies, compared to the archer and slinger who will be limited on their shots in a battle. Better still, there's no monetary cost involved. Some sort of limiter might be needed for balance. This would be something to look at in playtest.
Something I'd toyed with is using an alchemy/material component approach to this - little magical concoctions that provide the power or damage (from thrown packets and charged acorns to drawing energy out of small vials to launch at your enemies). Another angle on this - and one that can take the magic damage out if that's an issue - is to build off a mage hand type ability - using magic rather than muscle to throw daggers (bullets or whatever you want to allow) at your enemies. If shot limit isn't an issue, magical retrieval would work here. (Yes, I do like the image of a magic user casually opening his cloak, and having a set of knives float out an launch themselves at your enemies.)
(my fuzzy recall was that you got the same allotment, but the missle(s) hung around for up to a turn before you had to use them all. No idea where that came from though)LibraryLass wrote:Or (but this is probably even less desirable because it's a substantial change) I've heard of some takes on Magic Missile, from the very earliest days, lasting for one 10-minute turn instead of a single shot, allowing the caster to fire off a missile (with a save) once per round.
Something along these lines would work well as its own spell. The trick here would be to fix the level, addressing concerns about the number of available shots (which might tie to level), and finding the right alliteration to name the baleful bundle of bullets.
If you don't cantrip it (with a 10-round limit), I'd make a multifunction spell of this (because I love added features) - The spell summons a cloud or orbiting ring of small glowing magical spheres, which follow the caster. Until expired (or the shots are used up if there is a limit), they also provide candle-to-torch levels of illumination.
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Magic-User Options
A good practice and a worthy cause. BTW, I'm glad to see your Familiars supplement out. I've added it to the supplements list in r3.SmootRK wrote:The general concept of an Arcane Bolt is certainly not original to me. I have seen forms of it going back to the 90's or perhaps even into the 80's... however, my own version is unique to me. When I write supplements, I may work upon a concept found elsewhere, but I generally do not reference any other source material while writing my own. This keeps me from copying much, and certainly frees me from any plagiarism concerns with respect to my actual writing.... with a side effect of giving BFRPG its own sort of flavor to such ideas. (one can see this sort of thing in the writing of the Familiars Supplement... very unique to BFRPG in its writing and the rule particulars).
A sort of personal mission when it comes to BFRPG is that of minimizing the impression that BFRPG is merely a copy of a certain sort of game and that all its additional materials are just pale shadows of stuff for those other games/editions. BFRPG is robust enough to carve its own way as a game. I can imagine other games porting our material to their use.
- Dimirag
- Posts: 2711
- Joined: Thu Oct 06, 2011 1:24 pm
- Location: Buenos Aires (C.A.B.A.), Argentina
- Contact:
Re: Magic-User Options
Maybe the Arcane Bolt must be created and carried (like arrows and daggers). You can even create different types of Arcane Bolts each having a different damage or element or special feature and its cost. If you want you can add a level requirement for its creation, so lower level MU can buy them but not create them.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
- LibraryLass
- Posts: 1008
- Joined: Tue Feb 05, 2013 10:02 pm
Re: Magic-User Options
In ML74 the Arcane Bolt costs HP, but so do all their spells and a 1st level character in it is a little sturdier than a ML74 one, so I dunno if that's applicable here.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty
http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
Rachel Bonuses: Now with pretty
http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
-
Sir Bedivere
- Posts: 998
- Joined: Thu May 27, 2010 10:46 pm
Re: Magic-User Options
That's a great idea. I may incorporate it into r4.Dimirag wrote:Maybe the Arcane Bolt must be created and carried (like arrows and daggers). You can even create different types of Arcane Bolts each having a different damage or element or special feature and its cost. If you want you can add a level requirement for its creation, so lower level MU can buy them but not create them.
Who is online
Users browsing this forum: No registered users and 9 guests
