Toy Killer
2013-08-14, 03:09 AM
Statement of Intent
***I'm designing a campaign setting the drastically reforms the concept of D&D. For this setting, I had a lot of head scratching in regards to the standard magic system. Things that should be standard (Like memory reforming) were well out of reach of an 6th level character, but I need the players to be well above their typical mark. But they can't be godly either. Further more, since it's mostly skill based, many standard spells (Knock, Invisibility, Charm) completely replace skill checks and anyone playing a wizard, removed from his ability to have a 2 hour adventuring setting and limited time to write scrolls, would be either drastically inhibited in his ability to provide meaningfully (Or possibly, create situations in which players were unable to provide anything meaningful because auto-pass Hide checks via invisibility is wasted hide ranks).
I pulled heavily from The Black Company campaign setting, but it still doesn't allow the Utility I need from it when limited to 6 levels.
So, I'm making a skill based magic system that also pulls off of the Mutants and Masterminds point buy system. The complexity allows for a minimal investment of skill points, and the ability to use magic in any circumstance. The introduction of [Font] points (Separate from the Factorum ability of similar name. When I get a suitable replacement, I'll correct the name.), Players will be able to use magic freely but in limited degree, spending font points to expand their repertoire of abilities. this will recreate the feel of blowing 3rd level spells, without actually having dedicated slots, known spells or scrolls of spells known.
Stay tuned for future embellishments, starting August 14th, 2013.***
Introduction
Black Wing Elite is a concept I've had since Old school 2nd edition D&D. I've always been fascinated with the means that players completely circumvent my expectations. Over my 20 years of gaming, I've never been with a solid group. Some stick for a year or two, some for a handful of months. I've had to adapt to a lot of different play styles and environments.
I can set up a beautiful mansion, chocked full of meaningful encounters and heartbreaking story; and then realize that the escape route to the guest house the BBEG was supposed to use to escape can go both ways, and the guest house is a much easier target.
Sometimes, things I put in the room for pure flavor get utilized in magnificent ways. I recall a crystal chandelier that a rogue plucked 'One of the dangly bits' to use as a window cutter. Or using an octupus familiar to explore the water system in the manor. The Alexandria has a wonderful essay stating if you want players to come to a conclusion, leave three clues. I don't have conclusions, I want to see how they out think the status quo. How they challenge the expectations.
And thus, the idea of a D&D Game was born. I present a challenge for the players, they have time to discuss with each other and brainstorm how to complete the challenge. Give contradicting goals, just to see if they can find some form of Grey zone between the two.
By using the wonderful Idea of E6, I can keep the players the big dogs in the playground and reduce the need for TO. Further reducing the need will be making encounters where simply killing something isn't the best idea. They will be Elite Super soldiers, trained for childhood to accomplish the impossible with a simple 5 man band.
But one thing plagued me. Magic. Of course, the greatest plot development tool rears it's ugly face to inhibit my creative course. I couldn't use standard 3.5 abilities, as the magic system is too... convoluted. Wizards and Clerics have spells for every occasion and wanting a more skill based game, either the spell casters are too limited in spells slots, or completely circumvent the need of skill checks. there is no middle ground unfortunately. Further, magic users that prepare spells are unable to reconvene their selection for when a circumstance changes dramatically and spontaneous magic users are even more limited in their spell selection.
So, I introduce to you. The Black Wing Elite Magic system:
***I'm designing a campaign setting the drastically reforms the concept of D&D. For this setting, I had a lot of head scratching in regards to the standard magic system. Things that should be standard (Like memory reforming) were well out of reach of an 6th level character, but I need the players to be well above their typical mark. But they can't be godly either. Further more, since it's mostly skill based, many standard spells (Knock, Invisibility, Charm) completely replace skill checks and anyone playing a wizard, removed from his ability to have a 2 hour adventuring setting and limited time to write scrolls, would be either drastically inhibited in his ability to provide meaningfully (Or possibly, create situations in which players were unable to provide anything meaningful because auto-pass Hide checks via invisibility is wasted hide ranks).
I pulled heavily from The Black Company campaign setting, but it still doesn't allow the Utility I need from it when limited to 6 levels.
So, I'm making a skill based magic system that also pulls off of the Mutants and Masterminds point buy system. The complexity allows for a minimal investment of skill points, and the ability to use magic in any circumstance. The introduction of [Font] points (Separate from the Factorum ability of similar name. When I get a suitable replacement, I'll correct the name.), Players will be able to use magic freely but in limited degree, spending font points to expand their repertoire of abilities. this will recreate the feel of blowing 3rd level spells, without actually having dedicated slots, known spells or scrolls of spells known.
Stay tuned for future embellishments, starting August 14th, 2013.***
Introduction
Black Wing Elite is a concept I've had since Old school 2nd edition D&D. I've always been fascinated with the means that players completely circumvent my expectations. Over my 20 years of gaming, I've never been with a solid group. Some stick for a year or two, some for a handful of months. I've had to adapt to a lot of different play styles and environments.
I can set up a beautiful mansion, chocked full of meaningful encounters and heartbreaking story; and then realize that the escape route to the guest house the BBEG was supposed to use to escape can go both ways, and the guest house is a much easier target.
Sometimes, things I put in the room for pure flavor get utilized in magnificent ways. I recall a crystal chandelier that a rogue plucked 'One of the dangly bits' to use as a window cutter. Or using an octupus familiar to explore the water system in the manor. The Alexandria has a wonderful essay stating if you want players to come to a conclusion, leave three clues. I don't have conclusions, I want to see how they out think the status quo. How they challenge the expectations.
And thus, the idea of a D&D Game was born. I present a challenge for the players, they have time to discuss with each other and brainstorm how to complete the challenge. Give contradicting goals, just to see if they can find some form of Grey zone between the two.
By using the wonderful Idea of E6, I can keep the players the big dogs in the playground and reduce the need for TO. Further reducing the need will be making encounters where simply killing something isn't the best idea. They will be Elite Super soldiers, trained for childhood to accomplish the impossible with a simple 5 man band.
But one thing plagued me. Magic. Of course, the greatest plot development tool rears it's ugly face to inhibit my creative course. I couldn't use standard 3.5 abilities, as the magic system is too... convoluted. Wizards and Clerics have spells for every occasion and wanting a more skill based game, either the spell casters are too limited in spells slots, or completely circumvent the need of skill checks. there is no middle ground unfortunately. Further, magic users that prepare spells are unable to reconvene their selection for when a circumstance changes dramatically and spontaneous magic users are even more limited in their spell selection.
So, I introduce to you. The Black Wing Elite Magic system: