RPGPundit
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AW: Ask RPGPundit [English only!]
The Magic system in FtA! works on "spell lists". An actual wizard will have 2 spell lists to choose from and may be able to get more over time. Each list has one spell from levels 1-10. A starting (level 1) wizard, will have a couple of spells.
To cast spells you have to make a spell casting check; failure means you can't handle the magical energies of the spell, and take damage (non-lethal). If your character fumbles his spell check (ie. rolls a 3 on 3d6), he ends up suffering a fumble result, which is some kind of corruption (the more powerful the spell he was attempting to cast a the time, the greater the corruption). Corruption might be physical, psychological, or energetic/magical.
I think that these magic rules are such that they do a good job of portraying both "tolkienesque" magic and Sword & Sorcery magic. If you want to go far more into the whitebread-D&D style then you can just remove the corruption effects. If you want to go more into the Sword & Sorcery there are some rules in FtA!GN! for Necromancy and Summoning.
The main thing is that FtA! is very much a toolbox, that you can add or remove elements from without seriously damaging the whole, and where many options are presented to you.
If you want swashbuckling stunting to be more important than plain combat, then put your stunts before Melee in the initiative order. If you don't want players doing acrobatic tricks or trying crazy moves every round, then put melee combat first.
If you want the game to be more Sword & Sorcery, then put more emphasis on those parts of the rules that are S&S in their style (corruption rules, the alignment rules, the elements of the setting material focusing on that side of things, etc). If you want it to be more standard fantasy, just don't focus on those areas.
RPGPundit
the tools are build so that they can be modified for medival or S&S Fantasy?
E.G. the price to pay for S&S e.g. Corruption, madness..
How does the mix different magic systems f dark sorcery and medival wizardry mix?
How is the different styles maintained?
THX
The Magic system in FtA! works on "spell lists". An actual wizard will have 2 spell lists to choose from and may be able to get more over time. Each list has one spell from levels 1-10. A starting (level 1) wizard, will have a couple of spells.
To cast spells you have to make a spell casting check; failure means you can't handle the magical energies of the spell, and take damage (non-lethal). If your character fumbles his spell check (ie. rolls a 3 on 3d6), he ends up suffering a fumble result, which is some kind of corruption (the more powerful the spell he was attempting to cast a the time, the greater the corruption). Corruption might be physical, psychological, or energetic/magical.
I think that these magic rules are such that they do a good job of portraying both "tolkienesque" magic and Sword & Sorcery magic. If you want to go far more into the whitebread-D&D style then you can just remove the corruption effects. If you want to go more into the Sword & Sorcery there are some rules in FtA!GN! for Necromancy and Summoning.
The main thing is that FtA! is very much a toolbox, that you can add or remove elements from without seriously damaging the whole, and where many options are presented to you.
If you want swashbuckling stunting to be more important than plain combat, then put your stunts before Melee in the initiative order. If you don't want players doing acrobatic tricks or trying crazy moves every round, then put melee combat first.
If you want the game to be more Sword & Sorcery, then put more emphasis on those parts of the rules that are S&S in their style (corruption rules, the alignment rules, the elements of the setting material focusing on that side of things, etc). If you want it to be more standard fantasy, just don't focus on those areas.
RPGPundit