Possible house rules on concentrating magic

From: parental_unit_2 <parental_unit_2_at_...>
Date: Mon, 03 Jan 2005 04:21:11 -0000

I am considering adding some house rules on concentrating magic, and imposing some additional requirements on the Selfrock Teaching for concentrating common magic. I'd appreciate any opinions on the advantages or disadvantages of these rules, and whether they will achieve my goals.

Specifically, here are the rules I am considering:

  1. Characters can only concentrate magic when they commit to a Specialized Magic System, defined as a theist cult, wizard school, saintly order, animist practice, or the Selfrock Teaching.
  2. Characters must concentrate magic when they commit to a Specialized Magic System.
  3. All Specialized Magic Systems, even the Selfrock Teaching, require an ongoing commitment of no less that 20% of a character's time and resources, modeled as Hero Points.

One implication of the above rules, I believe: Only characters who commit to a Specialized Magic System can use magic abilities as active abilities.

My goal for these rules: I'd like powerful magic in my campaign to be somewhat esoteric, kept in the hands of committed specialists. Such specialists will be able to advance in magical power roughly twice as fast as others, and will be the only ones who can use magic actively.

Comments?

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