Hidden 7 yrs ago Post by Exit
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Hey everyone in the guild!

So I've been a member here for years, long before the transition from the old site to the new and I've been a part of numerous games since I've joined. You'd probably think I have a firm grasp of all things roleplay by now and I wish that were true but the truth is, I really don't and I probably never will. In fact it wasn't until maybe a year or two ago that I attempted to GM my first game. I had some fun and met a lot of cool people but it never really got anywhere... in fact it didn't make it past it's second page. After, I attempted to GM a few more games and met with much of the same failure. In that short time I learned quite a bit and I know I still have much to learn... which brings me to why I'm here.

I'm in the middle of putting something together that will in nature be very combat heavy. To make things little bit more complicated, there will also be lots of magic. Your classic fantasy adventure. I need a good system to govern this and I was hoping that someone might point me in the direction of one? It can be a system that governs both or maybe two separate systems for each though that may be confusing. And please, there's no need to spend your Holiday vacation jamming out a short essay just for my benefit. If there some reading material out there for me that I haven't found myself please let me know. I've been perusing the internet for information and I'm having a hard time finding my way.

Thanks so much! Merry Christmas and a Happy New Year to everyone!


TL:DR - Looking for a good system to govern combat and magic. Pls n Thnx.
Hidden 7 yrs ago Post by ArenaSnow
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Have you considered working off tabletop mechanics? I am not fond of them myself, but the advantage in structure by, say, basing off a D&D system certainly has its merits. If you're into that sort of thing.

Only other system I have is built for my canon, which is a bit too much reading to stick into the usual roleplay, so I'll avoid getting into it here. I'm sure other systems exist, I just don't personally know many of them.
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Hidden 7 yrs ago Post by AlteredTundra
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I know not a lot of people - especially on the guild - like this system, but have you considered the stats system? It ties in with what @ArenaSnow said about using tabletop mechanics. Granted, people around these parts dislike it because they feel like it takes away some of their creative liberties. Admittedly, I am on that side of the spectrum, but it's more about how most games I've been in had shitty stat systems.

You seem like a very capable GM, though. I remember you ran a short-lived Avatar game that was full of really great ideas, so you certainly have it in you to do it justice. I would recommend researching up D&D stat systems just to get a grasp for them and then explore other options.
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Hidden 7 yrs ago Post by Exit
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@ArenaSnow I have actually played some DnD and though my grasp of the game isn't perfect, it's enough that I was toying with the idea of using a tweaked version of it for my game. My fear though was that it may be too much or too complicated and on the other hand, using a "dumbed" down version would feel rather pointless... or maybe it wouldn't? I don't know. Plus there's the fact that I don't think I've ever played in a proper "DnD"esque game either. I'll have to find a game to join and get my feet wet.

I'll probably also take a look at what you're running with if that's okay with you. Thanks!

@Altered Tundra Hey! It's nice to see you again! And thanks for the advice. I too fear that introducing stats will ruin opportunities for creativity. My hope is that I somehow find a happy medium where players get to play creatively with the rules given to them. To find room for challenging fun while making sure no one decides to drop a planet on someone else or the likes.

I'll be doing more searching on this site and others for good examples of stat systems.

And yeah, that world in the lore of Avatar that I dreamt up still tugs at me. I'll come back to it again one day as I have so many times before but for now I'm chasing other stories.
Hidden 7 yrs ago Post by ArenaSnow
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@ArenaSnow I have actually played some DnD and though my grasp of the game isn't perfect, it's enough that I was toying with the idea of using a tweaked version of it for my game. My fear though was that it may be too much or too complicated and on the other hand, using a "dumbed" down version would feel rather pointless... or maybe it wouldn't? I don't know. Plus there's the fact that I don't think I've ever played in a proper "DnD"esque game either. I'll have to find a game to join and get my feet wet.

I'll probably also take a look at what you're running with if that's okay with you. Thanks!


It's all a matter of execution. As long as you clearly define what you expect, vet the people that come in and generally keep a good crew going, you may not need a system, period. What works in my canon is probably only good if that degree of trust exists. Unfortunately, it typically doesn't on this site, but then - it partially just depends on getting a good group that doesn't need heavy regulation in the first place. A dumbed down version with people who respect the ideals of combat, perhaps like some in the Arena section, would work just fine. It's like GMing in general, there isn't a single right way to do it.

Getting your feet wet first, if you can find an appropriate game for it, is certainly advisable.
Hidden 7 yrs ago Post by Arya10108909
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@Exit So, while it would qualify as probably too dense of a read, the magic system used in Eragon is pretty good. I am unable to help in the fighting department, other than actually describing the fight scenes.
Hidden 7 yrs ago Post by Exit
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Getting your feet wet first, if you can find an appropriate game for it, is certainly advisable.


Just moved that up on my list of priorities. And everything else you said makes a lot of sense. There isn't really a right way to GM and ultimately the games will get better over time with time, trial and error I think. Thanks again.


Hidden 7 yrs ago Post by Exit
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@Arya10108909 I'm entirely unfamiliar with that but am excited to find out. Thanks for the tip!
Hidden 7 yrs ago Post by BrokenPromise
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if you're okay with having to look closely at people's character sheets, but want a system that is easier for players to comprehend, You could try making some simple rules for circles of magic and then have players choose the ones that interest them the most.

One example of this would be having something akin to avatar, where everyone is a single element. Though you would be required to detail this a bit so that you could make the appropriate calls when the situations arise. Is lava more of an earth power, fire power, or both? Can water benders manipulate things that aren't 100% water but mostly water, like all organic life? What prevents an air bender from forcing air so hard into someone's lungs they over inflate and explode?

Maybe you want to give people the ability to make more unique forms of magic, but still have an underlying theme for the RP. You could have very basic schools of magic that the player's magic would have to abide by. As an example, maybe the "destruction" school lets people create powerful forces to crush their opponents with, but not actually make anything. This would let a mage fling fireballs, bolts of lightning, and even ice spikes. However, they wouldn't be able to do anything defensive with their magic like make barriers, or fortify weapons or armor. You'd need to come from an "enchanting" school if you wanted to enchant things, or a "manipulation" school if you wanted to change the elements in your environment into barriers and the like. If you had enough schools, it might even be possible to let players pick two or three schools for even more diversity.

As for governing combat, it really depends on what you want out of it. If you want to write exciting fights, I say do free form. But if you want it to be more like a game where the excitement comes from playing against another player or entity, you'll have to look at tabletop mechanics or figure out your own rules.
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Hidden 7 yrs ago Post by NuttsnBolts
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A while ago I ran a sci-fi magic RP where you could pick a power, like acid where metals you touched melted, or climate where you can control the temperature, or even healing where you can reverse small wounds. It all seemed rather generic until I added a crystal charging ability where charged crystals could be used to amplify the effects of one's abilities and even modify them. This in turn crested an economy where I can create crystal rarity, dangers of overcharged crystals exploding, and even side effects for prolonged use or simplifying too much power.

It added a layer and allowed me to create a motive for people, but also a history and depth. I could have characters almost self govern their abilities because I could limit their "mana" restoration amount as well as their ability strength. It also doesn't have to be too complicated. You could run the typical common/uncommon/rare system or even a scale that has strength levels that decrease the longer the an ability is used, ie: short and potent or long and weak.
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Hidden 7 yrs ago Post by Lady Absinthia
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@Exit With combat, your best bet if you don't want to develop your ow system is to go off an existing one. Tabletop Books make this a lot easier than one might think. DnD is a good base but if you aren't used to the game mechanics it can be confusing. (And seriously, if you go with a DnD base, do NOT make the mistake I have in the past. Don't let them use ANY version, pick one and stick to it no matter how much players complain. Their complaints are a lot less of a headache than trying to work through multiple versions and homebrews.)

Considering you are going classic magic, DnD is probably going to be your best bet for a prebuilt system.

If you want to put the time into it just develop your own. For forum, it might actually be the best route. I prefer it actually. (I have different systems built for many of my own RPs) Thing is, this takes time and a lot of dedication.

Yet a base form isn't hard at all. You can start it off easy. Since you want to go classic magic - do a basic spell set up where they create their own.

Spell Name: Materials Needed to Cast: Effect/Damage: Draw Back. - Or something along those lines.
Then just decide if you what to do the rolls yourself or leave it up to the players to determine if damage is done. (Honestly I recommend handling damage a GM thing. It cuts down on a lot of problems.)
If you handle it, then come up with a quick system to figure out what hits. Can be as simple as they have a 50/50 chance and flipping a coin to a percentage thing. (Higher the percentage, more damage it does.) All up to you.

Just make sure whatever you decide on it fits your personality. If you are anal, dedicated, and will push forward no matter what bomb is dropped on you - a more complex system with less loop holes is probably for you. (And in the ends means you would probably do best developing your own.) If you don't have the time or don't think you can dedicate as much time as you would like, either go Dnd or another Tabletop and run with theirs. (Cut out what you don't want to deal with.)
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Hidden 7 yrs ago Post by Exit
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@BrokenPromise I like the idea of circles of magic to the point that I was (still am) developing something similar for my game. And that example for bending elements is my language lol so thanks for that. I have something rough right now and I think after taking into consideration all of the suggestions, this will be the route I'm going to go.

Will probably add in some kind of economy for spells suggested by @NuttsnBolts and then maybe a version of 5e DnD just for stats and to govern combat... I think. Still have plenty of time to develop this.

Thanks again for all the suggestions. I've got a lot of work ahead of me but I've got the time and dedication to make this work so I'm excited.
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