Re: Vancian Magic

From: Todd Gardiner <todd.gardiner_at_...>
Date: Mon, 8 Feb 2010 16:25:22 -0800


That system you propose is indeed interesting, but to me it does not convey the magic system of Jack Vance's novels.

example
http://beyondtheblackgate.blogspot.com/2009/06/why-vancian-magic-is-vancian.html

I would turn this around and ask this:

Is it narratively interesting to ask your players to determine their spells each day?

In D&D it can be fun to figure out which set of a limited resource you bring with you for an adventure. But as the campaign progresses and the number of spells becomes large, this ends up being a time sink that drains the fun into the sewers. Waiting for the wizard and cleric to pick their spells, and negotiating with them for spells that are useful to them (but do little to advance combat or the story, in most cases) takes time away from playing the game and experiencing the adventure.

Couldn't you just put pressures on players by saying that a minor victory means that they succeed with their magic, but are now nearly depleted. You could just do this system as a narrative constraint, rather than codifying as rules.

Also, spells in this system are more like a found object, something that has its own ability score, something that you would cement with a hero point, rather than adding to an umbrella score. At least, that's how I see it. (And I rarely take the common view.)

--Todd
<http://beyondtheblackgate.blogspot.com/2009/06/why-vancian-magic-is-vancian.html>

On Mon, Feb 8, 2010 at 4:05 PM, <viktor.haag_at_...> wrote:

>
>
> Rather than spending points, I think a "remember spell" roll might be
> better, with escalating difficulties as you cast spells throughout the
> day...
>
> V.
> -----Original Message-----
> From: Nikodemus Siivola <nikodemus_at_random-state.net<nikodemus%40random-state.net>>
>
> Date: Tue, 9 Feb 2010 02:00:48
> To: <HeroQuest-rules_at_yahoogroups.com <HeroQuest-rules%40yahoogroups.com>>
> Subject: Vancian Magic
>
> I've been thinking about how to implement Vancian magic with HQ 2.0.
>
> My current idea is to have Spellcraft as an umbrella keyword, and
> spells under it. In order to memorize a spell, the character must have
> spent points on the specific spell. A memorized spell can be cast once
> per point spent on it before it must be rememorized. Characters can
> memorize at most 50% (rounded up) of the spells they know.
>
> Any suggestions, or better yet: experiences with Vancian magic in HQ?
>
> Cheers,
>
> -- Nikodemus
>
>
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