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Number of Variant Trappings

 
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CitizenKeen
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Joined: 02 Jul 2012
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PostPosted: Thu Apr 18, 2013 5:25 pm    Post subject: Number of Variant Trappings Reply with quote

I'm curious about how different GMs handle the number of trappings players can get on their powers.

Example, for point of reference: A wizard characters takes the AB: Magic, and chooses bolt as their power, and then has a firebolt spell (AP 2 for +1 PP), an icebolt spell (1/2 range, Fatigue with hit), and a magic missile spell (extra range).

Thoughts? Do you allow multiple trappings? If so, what mechanic do you use to govern it? How many do your players get? How many can they get? How can they get more?
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Zadmar
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PostPosted: Thu Apr 18, 2013 5:36 pm    Post subject: Reply with quote

One trapping per power.

However I'm currently writing up a load of example spell trappings, and the document includes an Edge that allows you to take two additional trappings (either both for the same power, or split between two powers).
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ogbendog
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PostPosted: Thu Apr 18, 2013 5:58 pm    Post subject: Reply with quote

I could see 1 trapping per varient. Bolt has 4 ways, 1, 2, 3, or over powered.

some spells the entangle have single target and area.
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CitizenKeen
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PostPosted: Thu Apr 18, 2013 6:14 pm    Post subject: Reply with quote

Hmmm... My campaign currently has eight "elements," or schools of magic.

I allow the PCs (and NPCs!) to gain an element with the AB, and then for every even power-related edge (Wizard, New Power, Rapid Recharge, etc.) they get another element, and every power gets 1 element-related trapping per element at their disposal. The two wizards have three elements each at the start of Seasoned.

It's a high-magic setting.

I know we're not supposed to compare SW to other systems, but my background is HERO and D&D, where the players could have an excessive amount of magic (one or two dozen spells, easy).
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fanchergw
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PostPosted: Thu Apr 18, 2013 6:21 pm    Post subject: Reply with quote

I think to a large extent, it depends on what makes sense for your setting. If there are multiple schools of magic, you'll want to think about how much you want to maintain the boundaries between those schools or whether mages should be able to easily cast from different schools. If it's something more like common high fantasy where there are fewer schools but many potential trappings / elements, then alternative trappings may be easier to access. In this kind of situation, I kind of like the idea of starting off with 1 - or maybe 2 - trapping(s), then perhaps gaining 1 new trapping at each Rank boundary. New trappings might also be gained through loot (a scroll or tome) and/or training of some kind with an instructor.

Gordon
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cpk666
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PostPosted: Thu Apr 18, 2013 7:48 pm    Post subject: Reply with quote

I could see allowing one trapping per power per rank, similar to Shape Change and Summon Ally.

CK
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Clint
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PostPosted: Thu Apr 18, 2013 9:36 pm    Post subject: Reply with quote

Or a number of trappings equal to Knowledge (Arcana) divided by 2, especially if the GM doesn't use it for much other than a requirement for Wizard (or other Edges).

So you could have "hedge mages" with no formal knowledge (no Kn: Arcana) who only know one trapping per power, and more formal magicians who have the skill and anywhere from 2 to 6 trappings per power.
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xxlgeeklord
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PostPosted: Fri Apr 19, 2013 2:57 pm    Post subject: Reply with quote

The reason many trappings work is because they are situationally more powerful. For example a fireball is great when destroying ents or mummies, but terrible when fighting in a room full of gunpowder because a single misfire could kill the whole party(potentially). If the players have a large number of trappings then they can ignore that, making the Power vastly more powerful. So they'd only use the ray of light that only works on undead when fighting undead, and the psionic blast that only works on sentient beings on sentient beings, and then have an all-purpose standard magic missile type thing that is almost always useful. That way you get avantages when facing sentient beings or undead, but no disadvantages from facing something else. There's better be something to severely balance this factor out, like having to invest Edges or something.
Currently I'm going based on a call by Clint in the Official Answers on the Core Rules Forum that you were allowed to use one trapping per use of a power. So 4 for Bolt, and a huge number for Boost/Lower Trait. That means that each use can be situational, meaning you may not be able to use the Power the way you want to.
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Clint
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PostPosted: Fri Apr 19, 2013 4:24 pm    Post subject: Reply with quote

By the core rules, yes, but Settings can have trappings work in different ways.

50 Fathoms is a great example. If a character has the Edge to gain access to a different element, then every time they take a new power, they get a trapping for every element they have access to (if that power has a trapping for that specific element).

So a mage who has for instance Bolt and Summon Elemental takes an additional element, so he automatically gets a new trapping for both powers of that element (bolt of a different element and ability to summon an elemental of that type). He would get that trapping for every power he already had available to that element, and any new powers he took later.

It is an advantage, but it depends on how much of an advantage it is in the particular setting and how much it "costs" to get it (Edge, Skill, whatever).
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xxlgeeklord
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PostPosted: Fri Apr 19, 2013 6:19 pm    Post subject: Reply with quote

Clint wrote:
By the core rules, yes, but Settings can have trappings work in different ways.

50 Fathoms is a great example. If a character has the Edge to gain access to a different element, then every time they take a new power, they get a trapping for every element they have access to (if that power has a trapping for that specific element).

So a mage who has for instance Bolt and Summon Elemental takes an additional element, so he automatically gets a new trapping for both powers of that element (bolt of a different element and ability to summon an elemental of that type). He would get that trapping for every power he already had available to that element, and any new powers he took later.

It is an advantage, but it depends on how much of an advantage it is in the particular setting and how much it "costs" to get it (Edge, Skill, whatever).


In 50 Fathoms, the number of Powers that overlap are few, and in few cases the trappings do anything. Summon Elemental, Beast Friend, and Elemental Manipulation are the only three I can think of. So there the effects of it are incredibly limited.
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Clint
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PostPosted: Fri Apr 19, 2013 10:33 pm    Post subject: Reply with quote

xxlgeeklord wrote:
In 50 Fathoms, the number of Powers that overlap are few, and in few cases the trappings do anything. Summon Elemental, Beast Friend, and Elemental Manipulation are the only three I can think of. So there the effects of it are incredibly limited.


There are 7 powers that overlap all 4 elements, and two others are Bolt and Burst, where one of the very accurate points you noted was the ability to call on different types of attacks when most beneficial (like not using fire around gunpowder for instance). There's also Environmental Protection which only protects against the individual element.

Even if we just look at 5 of those 7 powers with 4 different trappings, that's still the difference of 3 Edges versus 15, not to mention those 3 Edges also allow access to powers the character could not have gotten otherwise... which he could use the 12 Edges he saved to get. Wink
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The One
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PostPosted: Sat Apr 20, 2013 12:28 am    Post subject: Reply with quote

I favour the idea that Edges for certain magic using classes can be purchased with money/found as a reward, in exchange for having to decide which particular trapping variant they "memorise" for the day.

For casters who can choose on the fly, they typically get 1, and then must use an Edge to gain more (typically 2 additional trappings split between spells as desired)
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JmOz01
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PostPosted: Sat Apr 20, 2013 8:08 am    Post subject: Reply with quote

regarding 50fathoms, I feel that the elemental system is kind of a no win. You are buying an edge for what I see as very little gain, having said that I could see if you are using the concept from delxuxe of having different mechanical advantages for trappings where it would be useful (Example would be Bolt fire igniting stuff, while bolt air requires an agility or strength roll or target also becomes prone)
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xxlgeeklord
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PostPosted: Sat Apr 20, 2013 11:16 am    Post subject: Reply with quote

Clint wrote:
xxlgeeklord wrote:
In 50 Fathoms, the number of Powers that overlap are few, and in few cases the trappings do anything. Summon Elemental, Beast Friend, and Elemental Manipulation are the only three I can think of. So there the effects of it are incredibly limited.


There are 7 powers that overlap all 4 elements, and two others are Bolt and Burst, where one of the very accurate points you noted was the ability to call on different types of attacks when most beneficial (like not using fire around gunpowder for instance). There's also Environmental Protection which only protects against the individual element.

Even if we just look at 5 of those 7 powers with 4 different trappings, that's still the difference of 3 Edges versus 15, not to mention those 3 Edges also allow access to powers the character could not have gotten otherwise... which he could use the 12 Edges he saved to get. Wink

With things like Environmental Protection and Beast Friend, you aren't actually gaining advantages from the extra trappings. The trappings severely limit your use of the power, and by having more elements you regain normal use of the power. With Bolt, Summon Elemental, and Elemental Manipulation having multiple elements is actually an advantage over the normal powers in core.
I feel that in 50Fathoms the multiple trappings thing is balanced by the powers that allow you to only use part of them per trapping and the few spells that casters of each element have access to. So if you're going to incorporate a system like this into your custom setting you need to take account of the fact that something needs to balance it out. For example limited spell lists and the penalties for multiple elements.

On a side not, Burst in 50Fathoms is called Fireburst and, guess what, it's only available to fire mages. However this could be due to the fact that I have a rather old copy of the system, and that it was changed in later releases.
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