Thunderforge wrote:And for that matter, should I just completely axe the New Power Edge and make it all purchased? They would still get 2 free powers to start with.
I approve of that idea.
Thunderforge wrote:ValhallaGH wrote:Personally, I'd prefer that some of those tomes you find by the house-full would have spells in them, since they probably shouldn't give you +1 parry for reading a book.
So… I take that as a yes to having them in this conversion? How about a base price of $100 x Max Power Points to Cast x Rank seem? (e.g. Speak Language costs $100, Bolt costs $300, Intangibility costs $2,000, everything else is in between). And for that matter, should I just completely axe the New Power Edge and make it all purchased? They would still get 2 free powers to start with.
Thunderforge wrote:newForumNewName wrote:I haven't had a chance to read through the whole thing (or the magic section ), but it seems to me that this setting screams "different trapping, different power!" So there are maybe a few hundred different versions of Bolt floating around. Et cetera.
You might want to read the magic section then I just listed Savage Worlds powers and had notes about trappings rather than having Firebolt, Frostbolt, Shockbolt, Viperbolt, etc.
Thunderforge wrote:If I did this, I think I would have to increase the starting cost to compensate (to $1,000, I suppose),
Thunderforge wrote:New Edge:
Requirements: Veteran, Smarts d10, d10 in at least one Magic skill
The penalty to teach another person a power is reduced to a –2.
Thunderforge wrote:Yuritau wrote:The thing I notice is an increase in the number of skills required to be a proficient spell caster, but no similar increase for any other character type. This forces caster type character to spend a lot more advances on skills than other character types.
I'm a bit confused. Your statement matches my intention, but it sounds like you're seeing this as an issue.
My rationale is that in-universe, NPCs tend to specialize in only a few schools and a lot of people mix schools of magic with martial skills (e.g. a Nightblade uses swordsmanship with illusion magic), but aren't generally skilled in all schools. Since there are also no consequences for failing to cast a spell, my aim was to get something between Arcane Background (Magic) and Arcane Background (Superpowers). I felt that this was a fair balance that replicated the world, but I take it you disagree?
VonDan wrote:I have started two Elder scroll Games and both start in Prison so that should be the starting point of every game
PeteAtoms wrote:The Boost/Lower Trait, for example, is a Restoration power in your conversion. But to suggest that characters use Boost/Lower Trait as a substitute for Weakness to <X>, you are taking away a power from the Destruction school.
PeteAtoms wrote:Have you thought about just using 1 magic skill and/or using the Skill Specialization rules outlined in SWD page 95?
PeteAtoms wrote:And am I right in assuming that characters cannot Enchant or make potions unless they take the relevant edge? How does this fit in with the idea that everyone starts with magic from the get-go?
ValhallaGH wrote:It's Elder Scrolls. You're always starting as a prisoner, you always become an epic hero of myth, and you always have to restart two or more times because you didn't understand the game mechanics and your first few characters are useless.
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