Magic-biased (but non-wizard) culture

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Glorelendil
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Re: Magic-biased (but non-wizard) culture

Post by Glorelendil » Sun Mar 23, 2014 1:24 pm

Robin Smallburrow wrote:zedturtle

out of curiosity, what did you think of my attempt to provide a universal magic system?

I think your ideas make sense, but the problem with them (as with most fan attempts) is that they don't address what I tried to do: provide a universal explanation for magic. So for example your 'Lore of Healing' - as a cultural virtue how does it differ from other types of healing?? In my system I explained the difference between a 'spell' and a 'magical virtue or ability' - I don't see this here.

Robin S
Why is that important? Isn't it a little like trying to explain why Axe of the Azanulzibar imposes a weary condition, while a King's Blade gets free Pierces? I mean, it might be interesting to some people, and writing it up can give your campaign more texture and depth, but is it necessary?

You obviously think it is important and have thought about it a lot....what am I missing?
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zedturtle
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Re: Magic-biased (but non-wizard) culture

Post by zedturtle » Sun Mar 23, 2014 1:45 pm

Robin Smallburrow wrote:out of curiosity, what did you think of my attempt to provide a universal magic system?
I've downloaded your document, but it will take me a little time to analyze it thoroughly. On a first skim-through I see a lot of deep source material, so that's a good sign overall.
I think your ideas make sense, but the problem with them (as with most fan attempts) is that they don't address what I tried to do: provide a universal explanation for magic. So for example your 'Lore of Healing' - as a cultural virtue how does it differ from other types of healing?? In my system I explained the difference between a 'spell' and a 'magical virtue or ability' - I don't see this here.
Galadriel wrote:For this is what your folk would call magic, I believe; though I do not understand clearly what they mean; and they seem to use the same word of the deceits of the Enemy.
To my mind, the Lore of Healing is a continuation of the source-cultures knowledge of healing; just as the Lore of Men is a continuation of a knowledge of leadership and psychology. It's just that the very nature of Middle Earth makes things possible that for outsiders seem to be "magic".

I understand the desire to clarify and quantify the world of Middle Earth, but there's also a danger of losing a sense of the mystery and beauty along the way. I also like the restrictions that my system places upon players, even a dedicated character will only possess three Lores at maximum (obviously the Istari do not labour under the restriction of a Wisdom of 6, and perhaps some of the Noldor and Peredhil as well).
Jacob Rodgers, occasional nitwit.

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Robin Smallburrow
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Re: Magic-biased (but non-wizard) culture

Post by Robin Smallburrow » Tue Mar 25, 2014 1:13 am

Two reasons why a universal magic system is important:

First from a gm POV one of my pet hates is a world setting where Religion & magic isn't clearly defined. In middle-earth Tolkien makes many references to magic but doesn't clearly explain how it works, or whether the Elves use of Song is the same as Dwarven runes or the 'deceits of the enemy'. It is a LM' business to at least understand this.

Second as mentioned earlier in this thread, the 5 wizards are the heads of their order, implying there are others - hence a magic using PC is possible

In fact my system was partly inspired by a players question

Robin S.
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Sprigg
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Re: Magic-biased (but non-wizard) culture

Post by Sprigg » Wed Mar 26, 2014 5:22 am

This system is brilliant. Subtle, elegant and just powerful enough to justify it's existence.

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zedturtle
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Re: Magic-biased (but non-wizard) culture

Post by zedturtle » Wed Mar 26, 2014 11:11 am

Sprigg wrote:This system is brilliant. Subtle, elegant and just powerful enough to justify it's existence.
Do you mean Robin's system or mine? I think both have their high points but I have a preference... ;)
Jacob Rodgers, occasional nitwit.

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Sprigg
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Re: Magic-biased (but non-wizard) culture

Post by Sprigg » Wed Mar 26, 2014 2:29 pm

Oh, I was referring to yours, zed. It is very similar to what I had originally dreamed up. Not too powerful, but useful in many situations, focused less on flashy combat magic and very subtle.

Glorelendil
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Re: Magic-biased (but non-wizard) culture

Post by Glorelendil » Sat Jul 26, 2014 4:39 am

Just reviving this thread to point out that the new Eye of Mordor rules make a Lesser Istari playable culture more feasible. (Assuming, of course, that you interpret "of the the chiefs there were five" to mean that there were also non-chiefs.)

In a nutshell, using powers dramatically increases Eye Awareness. You know, “I have written Gandalf is here in signs that all can read from Rivendell to the mouths of Anduin.”

I'd make each of the six virtues be a "magic" ability, or set of abilities...perhaps using the ones Zedturtle created...
and in addition to other costs (such as Hope or Fatigue or Endurance) I'd make each one carry an Eye cost, increasing the Fellowship's Eye Awareness by that amount. The smell like gunpowder that killed a bunch of goblins in the High Pass? That's a half dozen or more points right there.
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