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DFRPG / Re: Want to learn more
« on: May 31, 2006, 08:09:14 PM »
I think that this is where FATE will come in handy (and the Dresden Files RPG will be essentially FATE 2E).
FATE is designed to be flexible and allow for a more "freeform" style of magic. (I know that the term "freeform" isn't quite what I mean, but it's the closest word that comes to mind.) Characters casting spells will be able to gather energy, then try to heave it at a target. FATE (and FUDGE) allows for a simple rolll based on general difficulty of actions, so the GM can make a quick "gut call" and run it from there.
Also, it appears that wizards can influence their chances of success by spending points. Of course, the opposing wizard can spend his/her own points to counter the spell.
The problem with most RPG magic systems is that they feel the need to assign particular points to everything, and it really forces rules lawyering. FATE avoids a lot of this with its general nature and encourages more creativity on the part of the spellcaster. This is a lot like magic system in Jim's books (and most books, actually) where cleverness is often more important than outright power.
FATE is designed to be flexible and allow for a more "freeform" style of magic. (I know that the term "freeform" isn't quite what I mean, but it's the closest word that comes to mind.) Characters casting spells will be able to gather energy, then try to heave it at a target. FATE (and FUDGE) allows for a simple rolll based on general difficulty of actions, so the GM can make a quick "gut call" and run it from there.
Also, it appears that wizards can influence their chances of success by spending points. Of course, the opposing wizard can spend his/her own points to counter the spell.
The problem with most RPG magic systems is that they feel the need to assign particular points to everything, and it really forces rules lawyering. FATE avoids a lot of this with its general nature and encourages more creativity on the part of the spellcaster. This is a lot like magic system in Jim's books (and most books, actually) where cleverness is often more important than outright power.