Tuesday, June 17, 2014

Fresh Eyes: Magic in Saga of the Splintered Realm

In reading about D+D 5E, and some of the ways in which casters can swap out spells for other effects in various situations, it makes me think about flexibility (or lack thereof) inherent in the existing B/X spell system. I like the idea that a caster gets to tailor a spell or make decisions in play about how much to invest or where to allocate points. The B/X model doesn’t allow that as much as I’d like.

I’m tinkering with something akin to a spell point system that has the current B/X spell advancement hierarchy at its heart. Here is the skinny:
  •          You earn a number of spell points each level equal to the level you advance to. You add these to your existing pool. As a magic user 3, you will have 6 spell points in your pool (1+2+3). When you advance to level 4, you add 4 points to this pool (bringing you to 10). If you have exceptional Intelligence, you get to add your bonus one time (at level 1) to this pool. The magic user 4 with INT 11 (+2 modifier) has 12 points in his magic pool.
  •          Spells cost a number of points to cast equal to their sphere. Spheres expand to 12 (to match character progression). You can only cast a spell from a sphere of your level or lower; as a magic user 4, you can cast any spell in your spell book of up to sphere 4. I’d distribute the current spells among these spheres: level 1 spells become spheres 1 and 2; level 2 spells become spheres 3 and 4; level 3 spells become spheres 5 and 6; etc.
  •          You cannot use a spell of a sphere rated higher than your INT. With INT 10, you can access no better than sphere 10 spells.
  •          Many spells would have the option for tailoring their effectiveness. For example, arcane dart is a sphere 1 spell. You deal 1d6+2 per spell point you use (minimum of 1 point). If you cast this and use 4 spell points (the most you could invest in a spell as a magic user 4), you deal 1d6+8 damage with it. Fireball, as a sphere 5 spell, deals 5d6 damage as a base (costing 5 spell points). You can throw a 5d6 fireball as a magic user 12 (costing 5 spell points), a 6d6 fireball (costing 6 spell points), continuing upwards to a 12d6 fireball (12 spell points – if you have INT 12). The law of diminishing returns kicks in with lower sphere spells. It doesn’t make a lot of sense to spend 12 spell points on a 1d6+24 arcane dart (dealing 25-30 damage, albeit with no save allowed) when you can use the same number of points to throw a 12d6 fireball (dealing 12-72 damage over a large area – although targets do get to save for half).
  •          This allows a wide range of tailoring… charm person is a sphere 2 spell (high end of level 1 to my mind). However, you can invest up to +4 more spell points into it when you cast it, increasing the difficulty of the saving throw. If you cast a 6-point charm person, you can force one target to save at -4. It could even allow you to affect multiple targets; for every +2 points you spend, you can attempt to charm one additional target: a 6-point charm person spell can charm 3 human-like characters at one time. This allows for the caster to make a number of decisions in play in terms of resource allocation – you can do something with 2 points, or you can a lot with 6 points – or anywhere in between.


Apples to Apples

A direct comparison in terms of total points with the previous system presents some challenges, but let’s give it a shot… let’s look at level 9.
  •          In the current iteration of the rules, level 9 gives you the following progression: 4/3/3/2/1. This gives a total of 13 spells per day (we’ll leave off bonuses for INT for right now).
  •          The new system would give you 45 spell points at level 9. This would allow you to cast 9 spells per day if you cast 1 spell each from each of the 9 spheres you have access to. However, if you elect to do nothing but cast sphere 1 spells and only spend 1 point in each one, you could cast 45 spells that day; if you do nothing but cast sphere 9 spells, you can cast 5 of them and then you are spent. In effect, the new system allows you, at each level, to do what you could last level + 1 spell of the highest sphere. These numbers skew a bit because level 3 spells (for instance) are now divided between spheres 5 and 6. You can get close to replicating the existing progression as a magic user 9 by casting 4 spells of sphere 1 (4 points), 3 spells of sphere 3 (9 points), 3 spells of sphere 5 (15 points), 2 spells of sphere 7 (14 points) and 1 spell of sphere 9 (9 points), for a total of 51 points (you have 45 available). This is a pretty close approximation, and you give up a few points in order to increase your flexibility substantially.

Sunday, June 15, 2014

Ants Webcomic for the Week of 6/16

Sunday, June 8, 2014

Webcomic for the week of 6/9

Chapter Four begins, and we're back to the core group. I'm ready to kick this thing into high gear...


Tuesday, June 3, 2014

Vault of the Goblin Map

This weekend we'll be exploring the lair of a dragon's shadow. Should be a good time... assuming the heroes survive (and maybe even if they don't). This will be a chance to play test some rules and play along with some friends who've never played a RPG before! Looking forward to it...


Monday, June 2, 2014

Ants Webcomic for the Week of 6/2

This week's comic wraps up the third chapter of Fall of Valhalla, and finishes up our sojourn in the past. Next week, we get back to kicking butt and taking names with the core team...


Saturday, May 31, 2014

Saga of the Splintered Realm - You Deserve an Update!

It's been a while since I updated peeps on Saga of the Splintered Realm. I took about a month off from working on the game because life got very hectic, and because I needed a mental break from it. I have learned this about my creative process - I work best if I really intensely focus on it for a few months, and then take a month or two off - and then go back with that same intensity.

I spent last week dotting i's and crossing t's with Army Ants things, and I got ahead of the strip (for the first time in 6 months! I have the next two weeks done), finishing/publishing the second Adventure Journal. I went to bed last night with thoughts of the Splintered Realm dancing in my head, and this morning woke up with dozens of little lingering issues from a month ago suddenly solved in my head.

I've learned to trust how my subconscious works. It's really a pretty nifty little mechanism in my head. I know that at any time, my subconscious creativity is working through two or three things that my conscious mind is not working on. When I go back and put my attention on that work, my subconscious has solved a number of problems or found a slew of new ideas. It helps me so much to go back with fresh eyes.

The reason I put a January release date on the SSR kickstarter was not because I needed 9 months to write it. I can write it all in a month if I really want to... it's because I wanted to build in two periods of dormancy for the game to fully gestate in my imagination.

I'm sorry if this sounds kind of weird or trippy, but it's the way my head works. I cannot work intensely on the same project for over 3 months at a time. I have to move on to something else and then wrap back around to it. Every time I've fought that, I end up becoming less and less productive over time. Now that I've learned to embrace it, I have found ways to maximize my creative output.

Knock on wood, but it keeps me from ever getting anything akin to writer's block, or from hitting big creative slumps. I am always ready to move onto the next project in line, and I just keep cycling through projects this way.

Anyhow, I will be laying out some of the solutions in the next few weeks and talking about them in some detail, and I'll be sharing some images that the artists have been creating (which are so much better than what I was expecting).

Thanks for your support and good will, and I am always open to feedback on the play test documents. You still have a few months to chime in. I will not be finalizing the game until the fall, so you can spend all summer sending suggestions my way!

Mike

Friday, May 30, 2014

MTDAA Adventure Journal #2

The second issue of the Adventure Journal for the Michael T. Desing's Army Ants RPG is now live on RPGNow. It's pay what you want, which means that if you want to pay nothing, you can do that! (you're pretty clever, you know that?)