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Spells - Discount for Prereqs


Greatwyrm

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In FH, there is some discussion of having prerequisites for spells. For example, you need to or should know Fire Dart before Explosive Fireball. Maybe you get a cost break on the cost of Explosive Fireball for having the prereq or maybe you get a skill roll penalty for not having it.

 

Has anyone had experience setting up a magic system like that?

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Re: Spells - Discount for Prereqs

 

In FH, there is some discussion of having prerequisites for spells. For example, you need to or should know Fire Dart before Explosive Fireball. Maybe you get a cost break on the cost of Explosive Fireball for having the prereq or maybe you get a skill roll penalty for not having it.

 

Has anyone had experience setting up a magic system like that?

 

Yep. Back in 4th edition I built a magic system based loosely on GURPS Magic. The prereq requirement was handled as a limitation placed on all of the spells in a given school (except for the beginner spells that are learned first).

 

I have a vague recollection of basing the value of the limitation on how many steps away from the beginner spell a given spell was (1/4 for every two steps, opr soemthing to that effect).

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Re: Spells - Discount for Prereqs

 

I dont have a model written up exactly like what youre talking about, but my Piedregemas and Totemic Shaman system do have a system of Prereqs leading to more powerful abilities.

 

http://www.killershrike.com/FantasyHERO/GreyHEROContent/PackageDeals/piedragemasPackages.shtml

http://www.killershrike.com/FantasyHERO/GreyHEROContent/PackageDeals/totemicPackages.shtml

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Re: Spells - Discount for Prereqs

 

I have also considered using G.U.R.P.S. Magic as a basis for spells. I have also toyed with the idea of Highest Active Point Power = Number of Spells x 10 (or 5). You can still have dabblers, but they can not buy just one 60 point fireball.

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