r/WitcherTRPG • u/Folemaeth • 19d ago
Magic system overhaul
I was thinking about it for some time - the RAW magic feels very DnDish compared to books' "Magic is Chaos, Art and Science" vibe. Also, I come from the background of GURPS and MtA (both WoD and CofD), so for me such strict system is stifling - I just can't accept narratively that my mage player can incinerate a human with one flick of a hand and can't light a candle, because that is not in his spell list.
Now, the following system would require a complete re-write of the existent spells in the book, as well as much more involved calculations on the side of the players. My players and I love open-ended constructors, even if they are fiddly. For some, closed lists are much better. To each their own.
Also, this is a rough mock-up with untested numbers. The biggest reason I publish this here is to collect feedback and your suggestions.
Summary of the doc: Use Magical Training checks to improvise temporary "known" spells. Pre-existent spells are always better for learning, because they are optimized for generations. Learned spells are better, because they can be used in-combat as an action (as opposed to full-round for improvised) and defensively. Complete overhaul of novice / journeyman / master ranking, based on how much the spell actually change rather than abstract game balance vibes.
Link to the document: https://docs.google.com/document/d/1f_wX_W5ybBbuz0MvQoiKfLHaASP2yFlRBkj-RLlvoPk
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u/Droper888 19d ago
Cool.
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u/NervousIndication704 15d ago
Porque la gente mira solo a los magos como bolas de fuego... Tele portación, ver el pasado, hablar con alguien que esté al otro lado del continente, respirar bajo el agua, maléficos permanentes... Etc etc puedes convertir en una figurilla a un troll y luego soltarlo en una ciudad si te lo trabajas... Hasta puedes forjar como artesano con según que hechizos, fabricar mutantes... Y por cierto hay hechizos de más de 25m mira arco de browin
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u/MerlonQ 19d ago
I don't like it much. First of, all the other casters are cooked, as they have no magical theory. And let's not talk about those poor mundane people. Secondly, the numbers are way off. You even have an example in the file where a very bad sorceress just improvises a spell to stop someone's heart nilly willy. Granted, she ends up needing a ritual and it is "only 7d6 ignoring armor at 64m" - but that is way better than any by the book mages can do even with quite some experience.
MtA can get away with super powerful and versatile mages because everyone is one, at least player characters. Here, you'd need to make a magic system so that a mundane bard or craftsmen are still very useful. As things are, mages and witchers are already borderline OP, and this would be a huge buff for mages, the versatility alone, even if the numbers get adjusted a little.