 |
Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
|
| View previous topic :: View next topic |
| Author |
Message |
Evilgaz Seasoned

Joined: 14 Jun 2004 Posts: 226
|
Posted: Tue Apr 10, 2012 5:34 am Post subject: Earthdawn PP-less Spellcasting? |
|
|
Howdy
Being an old fan of Earthdawn and Savage both, I got hold of the new Redbrick edition and was curious to note that they’ve gone for a power point system for magic – although there may be an alternative PP-less system in a future book. In the mean time however, one of the great things about ED (and there were many) when it first came out was that magicians could cast spells all day long without the need for PP, and I’d like to use a system like that. So, how would you do it?
I’m a fan of the Hellfrost mechanic with Siphoning and I’m sure there are many more out there, plus some ideas in the Deluxe rules.
Here’s the key bits we need to think about:
- Magic comes from Astral Space and needs to be fed through a Matrix or it could do Bad Things to your spellcaster.
- Raw Magic (avoiding a matrix )allows you to cast whatever you want, but could have a Terrible Price.
- Magicians are limited (maybe based on Rank) to how many Matrices they can have on the go. (i.e. you can know lots of spells, only have a few available to cast).
- Reweaving your Matrix to a different spell can be done easily with time, in the midst of a fight though there needs to be a way of doing this quickly (could simply be a Spellcasting roll, critical failure means you blank all your Matrices)
- There may be a way of casting spells you don’t know direct from a Grimoire – including casting spells from a higher Rank – how hard should this be?
So hit me with it groovers, what are your suggestions?
Cheers
Gaz _________________ http://basstoneslap.tv |
|
| Back to top |
|
 |
The Dread Polack Seasoned

Joined: 02 Mar 2011 Posts: 393 Location: Minneapolis, MN
|
Posted: Tue Apr 10, 2012 9:35 am Post subject: |
|
|
My first though was that it could simply work very much the way it does in core Earthdawn.
First, I would have players spend edges on spell matrices. The more advanced matrices, if used, would be available at higher ranks. I think I might limit total matrices to 2 at novice, +1 per rank thereafter.
After that, characters would probably start with their Smarts die in total spells. The nice thing about ED spells is that their availability in combat is limited by your matrices (or your willingness to use raw magic), and, IMO, ED spells are generally more limited by their trappings than SW powers. Because of that, in theory, I don't feel bad letting characters have more spells than a regular SW character would. Gaining new spells might be 2 spells per advance spent, which could be combined with raising low skills.
Like core ED, character can spend time out of combat to automatically realign their matrices, but in combat, will have to make a skill roll to do so. Once they're locked into a matrix, you can use them without risk.
My next question, though, is whether they should require thread weaving in the same way they do in ED. One of the frustrating things about casting in ED is that it can take quite a while to ready a spell for casting. This is one of the system's balancing factors, and has worked out pretty well for ED players for decades, but is the opposite of Fast! Here's two ideas:
1) Assign a thread weaving difficulty and number of threads for each spell and run it just like you do in Core ED.
2) Simplify it a little. Spells either require a thread, or not. Thread weaving difficulties might all be the same. Spells with threads require at least one round of preparation in which a thread is successfully woven, or they are immediately available if you get a raise.
I'd have to playtest it to know for sure. |
|
| Back to top |
|
 |
Evilgaz Seasoned

Joined: 14 Jun 2004 Posts: 226
|
Posted: Tue Apr 10, 2012 9:43 am Post subject: |
|
|
| The Dread Polack wrote: | | My next question, though, is whether they should require thread weaving in the same way they do in ED. One of the frustrating things about casting in ED is that it can take quite a while to ready a spell for casting. This is one of the system's balancing factors, and has worked out pretty well for ED players for decades, but is the opposite of Fast! |
Cheers for the reply Polack.
I'm sort of tempted by having Threads, but as you say, it might be a case of either there are Threads or not, rather than worry about how many.
I'm tempted to say you can cast a Threaded spell on the fly in much the same way as you attack with a sheathed weapon - i.e. -2 to the roll. If you spend a round preparing (weaving threads) then there's no penalty. Add in an Edge at Seasoned or Veteran to allow casting of threaded spells without the penalty and you're rocking and rolling.
If someone wanted the complexity of mutliple threads though, you could go crazy with a separate Thread Weaving skill (or just use Spellcasting for simplicity). Each success and raise weaves one thread. If you get an additional raise you can cast the spell as well. e.g. a spell has two threads, the magician rolls his spellcasting, on a 4+ one thread is woven, 8+ both are in place, 12+ he can cast the spell straight away.
Although I liked the original thread system in principle, it was quite frustrating for players to spend every other round decalring "I weave a thread", so I'm wary of including this, especially in a Savage game, where everyone wants to be doing funky shizzle all the time. _________________ http://basstoneslap.tv |
|
| Back to top |
|
 |
The Dread Polack Seasoned

Joined: 02 Mar 2011 Posts: 393 Location: Minneapolis, MN
|
Posted: Tue Apr 10, 2012 10:11 am Post subject: |
|
|
| Evilgaz wrote: | | I'm tempted to say you can cast a Threaded spell on the fly in much the same way as you attack with a sheathed weapon - i.e. -2 to the roll. If you spend a round preparing (weaving threads) then there's no penalty. Add in an Edge at Seasoned or Veteran to allow casting of threaded spells without the penalty and you're rocking and rolling. |
That sounds like a good way to do it.
| Evilgaz wrote: | | If someone wanted the complexity of mutliple threads though, you could go crazy with a separate Thread Weaving skill (or just use Spellcasting for simplicity). Each success and raise weaves one thread. If you get an additional raise you can cast the spell as well. e.g. a spell has two threads, the magician rolls his spellcasting, on a 4+ one thread is woven, 8+ both are in place, 12+ he can cast the spell straight away. |
Also good, if you want the extra steps. Which, I admit, sometimes I do. I like simple, but sometimes I need a little cruch. I feel like SW generally gives me enough, just not in the powers. Like I said, though, I'd need to play with it a bit.
| Evilgaz wrote: | | Although I liked the original thread system in principle, it was quite frustrating for players to spend every other round decalring "I weave a thread", so I'm wary of including this, especially in a Savage game, where everyone wants to be doing funky shizzle all the time. |
No kidding! Especially when you fail your thread weaving roll, like the wizard in my campaign is always doing.
Slightly off-topic: I devise, IMO, a nice way to speed up spellcasting in my game. I took a cue from FFG's Warhammer Fantasy RPG and made cards for all the spells that the wizard uses. First, there's a card for each matrix he knows. When he aligns a spell to it, he places the spell card on top of it. Next, he has a circle at the bottom of the card for each thread it requires. He has a handful of tokens, and places them on the card when he weaves threads, so he knows when he's ready to go. each card also has the text description of the spell, also, so no looking it up in the book. It's worked out pretty well so far. |
|
| Back to top |
|
 |
Trilan Novice
Joined: 09 Oct 2006 Posts: 61 Location: Terre Haute, In
|
Posted: Tue Apr 10, 2012 3:06 pm Post subject: |
|
|
I don't think the threadweaving skill adds enough to the setting to be used every casting, I had pondered the idea of using it as a kind of ritual casting however. You can spend an action with threadweaving to enhance the spells pattern, each success and raise giving a +1 to the next eventual casting roll.
What I was thinking of in terms of Matrixes is that the number of powers from the Arcane Background become the number of spell matrixes you have available, and the number of threads (power points) you have is the limit on the spells that can be stored in the matrixes. When you store a spell with variable threads in the matrix you have to determine how many you want to use in casting.
So a novice elementalist with 10 threads and 3 matrixes could store Earth Darts (3 darts), Flame Weapon, and Crunch Climb (with the remaining 5 threads). Any other castings until the matrixes are reattuned are considered raw magic.
Under that scheme the New Power edge would become a new matrix, allowing you to protect another spell, and Enhanced Matrix increases the number of threads you can store across the matrixes. |
|
| Back to top |
|
 |
The Dread Polack Seasoned

Joined: 02 Mar 2011 Posts: 393 Location: Minneapolis, MN
|
Posted: Tue Apr 10, 2012 4:41 pm Post subject: |
|
|
| Trilan wrote: | | I had pondered the idea of using it as a kind of ritual casting however. You can spend an action with threadweaving to enhance the spells pattern, each success and raise giving a +1 to the next eventual casting roll. |
While this might be fun and useful, it's more of a tacked-on homebrew rule than a system to run ED spells without PPs. I think it's important to watch anything that just gives bonuses to rolls. This will make raises, and thus greater effects on spells more common, and they don't have to spend an edge on it. It might be balanced by giving up actions, though.
I agree, however, that threadweaving should probably be handled with the Spellcasting skill. Characters with ABs in SW are expected to have 1 skill devoted to casting, 1 edge for their AB, 1 edge per rank for additional power points, and 1 edge per additional power. Making it necessary for them to build up another skill for their powers takes away from points they'd put into other skills, as well as any other edges.
The same consideration needs to be taken for edges. If your system doesn't use PPs, then there's no need for the Extra Power Points edge, so replacing those edges with "Extra Spell Matrices" isn't going to drain a caster's advances.
| Trilan wrote: | What I was thinking of in terms of Matrixes is that the number of powers from the Arcane Background become the number of spell matrixes you have available, and the number of threads (power points) you have is the limit on the spells that can be stored in the matrixes. When you store a spell with variable threads in the matrix you have to determine how many you want to use in casting.
So a novice elementalist with 10 threads and 3 matrixes could store Earth Darts (3 darts), Flame Weapon, and Crunch Climb (with the remaining 5 threads). Any other castings until the matrixes are reattuned are considered raw magic.
Under that scheme the New Power edge would become a new matrix, allowing you to protect another spell, and Enhanced Matrix increases the number of threads you can store across the matrixes. |
That's not bad, but this sounds more complicated than I prefer. Simply having each matrix be a "slot" for a spell works a lot smoother for me.
Actually, having your total PPs equal the number of PPs worth of spells you can "ready" sounds like a possibly good mechanic for limiting spells; it just doesn't feel like matrices to me.
"Savagedawn" proposes that the number of PP is the number of threads needed, and each matrix holds one thread automatically. Therefore, simple 1 PP spells need no threadweaving. A 6 PP blast will need 5 threads woven. The simplest mechanic, in my mind, is to have a spellcasting test weave 1 PP/thread per success and raise. Therefore, I think that most characters will be able to weave that many threads in 2 rounds and cast on the 3rd, which is about how it works in core ED. That's not FFF, though, and it might send the SW Faithful into a fervor.  |
|
| Back to top |
|
 |
UmbraLux Veteran
Joined: 31 Jan 2008 Posts: 672
|
Posted: Wed Apr 11, 2012 8:48 pm Post subject: Re: Earthdawn PP-less Spellcasting? |
|
|
| Evilgaz wrote: | | So hit me with it groovers, what are your suggestions? | Off the top of my head (as in "completely untested and probably haven't even thought through all the implications yet") something like this may work: - Matrices: Each magician gets a number of matrices equal to half their Spirit per rank. A given matrix may only hold one spell pattern but may hold a number of threads equal to half Spirit. (Create one or more edges to increase this limit to allow stronger spells.)
- Threads: A magician has a number of threads equal to their pool of Power Points.
- Patterns: Each spell requires a number of threads equal to it's Power Point cost for a complete pattern. Once the appropriate number of threads have been tied to the matrix, the pattern is complete.
- Casting Spells: Completed patterns / spells may be cast by a conscious effort of will and channeling of energy through the pattern.
- Tying Threads: Tying threads to a matrix takes concentration and an effort of will but isn't overly complex. You can tie one thread per minute to a matrix automatically (unless there is some outside interference). Tying each thread to a matrix during combat (and at combat speeds) takes a successful Smarts check. (Create an edge to increase the number of threads a character may tie with a single action.)
- Learning New Spells: Spells may simply be copied into grimoires and carried for reference or they may be memorized (by spending an edge on it). Using an unmemorized spell requires access to the grimoire as the first thread is tied to the matrix. Memorized spells require no such reference.
Ramifications (that I see without testing): Power Point pools (the number of threads a magician has available) combine with Matrices to limit the number of spells available at a given time. Magicians will need to balance tying lots of threads to a single matrix (for casting speed) with tying fewer threads to more matrices and having more spells available. They'll have to keep a few free threads to complete any incomplete patterns.
Still needed: Testing! Of course. But also need to work out the downside of casting without a matrix. May also need downside for failing a thread tying roll? |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|