Any reason why it's not just "x in magic" and let the player decide what element they're using? There's no stats for combat, so elemental rock paper scissors isn't a factor, and GMs decide what is and what isn't going to work, so it's not like it's going to help in puzzle-solving or obstacles. Seems a little more complicated than it needs to be.
Of all the graveyards in all the towns in all the world, she had to walk into mine.
Because with this, all the mages don't have access to everything. It helps to preserve the uniqueness of all the characters, while allowing people to pic the majicks they get.
Hmmm, I will have to think about that. It certainly does nerf them and almost guarantees you wont have more than 1-2 magical "schools". Maybe we will up the cap when we reach alot higher levels? Or are melee people going to be limited to a cap of 5 in all forms of melee weapons to be divided among those. I understand the magic can be used alot more free form than the weapons, but I am willing to be the weapons are going to kill alot more baddies. Though the versatility of how I was planning on using the magic would be really adventageous too. Lets roll with it and see how it balances. Updating my character.
That's a valid concern, and one me and Grayell have discussed.
We predicted people would ask for more then 5 points to be spread about in magic, but for now we think that leaving it as 5 is the best way to go. If it does prove to be an issue, then we'll talk
Just have mastery and like a sub mastery class. Example once you master fire, you can branch into another element such as earth. Limits the mage so they are not powerful, but still gives them access to multitudes of spells.
The current systems allows each player to pick what magic they want to use, and keeps every mage player unique. Keeping them from all being interchangeable magic-wise, but allows them to still have an extensive amount of choice in the magic they have.
Like I said, its early in the game, no one should be god yet. And we probably should lay some ground rules for what magic can and cannot do. For example, as 5 points in air offense, does that mean I can make a hurricane and destroy a city? Or does that mean I can knock a guy with brawn 4 on his butt with a gust of wind? What are my limits? What am I allowed to try? Can I speed myself up using the power of wind by reducing my air friction (think the haste spell)? Can I make myself fly? Can I teleport by changing places with a volume of air? Can I steal the air from someone's lungs? As a GM/player I know what is annoying to other GMs and really wont abuse things, but I can see a gateway to abuse when you allow open ended magic like this. It is whitewolf Mage the ascension vs Werewolf, where the mage can alter reality and the werewolf can slash stuff.
Look, I understand everything your saying. All I can say, though, is that you rp doing things that you need to do, while keeping you talents in mind. If you try to do something outside of what your talents allow you to do, then a gm will say it didn't work... And/or slap you.
Basically, this system is free rp with only a few guidelines. And as such, it's up to the players to not abuse the trust we have in them.
Talk to Grayell if you want to hear anything else, lol. He's the final boss, so to speak.
I am fine with that too and I have a few ideas, GM wise how to handle any abuse like that. (not that I am a GM yet lol). I used to game master Mage and basically it was very free form magic like this. It gives me a few ideas for some stories too.
Okie I will post a majick thread with some examples. Majick is the 'jack of all trades master of none' talent and it's completely up to the player as to what they want to do. A lvl 5 fire mage and a lvl 5 earth mage going at it won't see a huge difference in whom is stronger, at lvl 5 all elements should be considered equally dangerous.
The difference comes with access to the element. People may think earth is the best route as you're frequently standing on the ground - but a GM could rule that cobbled floors are too hard too manipulate. We should consider the elements in their raw forms (except for metal).
I see dark and light being an issue too, I guess a beam of intense light could do damage like a laser, but shadow? I myself will have a tad blood majick and with it growing, I can see blood being used like thin spikes/blades in the air, held together by my mind and moving with enough velocity to pierce armor and skin. Ever see the move 'Storm Riders'? Beyond that, the Avatar series is a great comparison point on how I'd like to see majick used.
Yeah, I was thinking like the Air bender stuff too and mixed in with some more mundane uses. I guess it is up to the GM to say what you do as we will simply attempt and they tell us what happens.
I was also thinking alot outside of combat uses for things too. I was seeing blood magic as completely controlling to the point of boiling someone's blood, altering it, etc, someones entire body, living things. make yourself more bestial, enhance your senses, reflexes, etc. One effect at a time though and it takes concentration.