Donald Schepis |
1 person marked this as a favorite. |
Seems like we should have some more categories (maybe these are currently in Impossible Effects?):
Prevent an Effect (& Area version) -- maybe could be done as an ongoing Remove an Effect, but only works on incoming effects, and not those that have already taken hold?
Alter Stuff (creature and object versions) -- not all of these fall cleanly into Buff or Debuff
Create Stuff (like the various Wall spells, not all of which deal damage)
Move Stuff (from Floating Disk to Fly to Interplanetary Teleport, etc.)
Summon Stuff
Modify Another Spell
At that point I'd be getting too granular to be very useful for categorization. Fourteen categories was already pushing the bounds of usefulness. You've got to resist the urge to be overly specific when breaking down a system like this, otherwise the problem is still to large to maneuver around.
This seems interesting. I've never quite caught the Savage Worlds bug, on account of the game feeling more like a game construction kit rather than an actual game, but with a finished system it might be worth it to give it a go.
I'm curious as to what brought you to that conclusion? The core rules are setting-agnostic, but it's a full game in of itself. I know we get a lot of confusion between the core SWADE rules and then the setting supplements like Deadlands, so maybe that's what got you there?
Very interesting!
I really like what I’m reading, but I’m not sure I understand how the conversion will be done. Is it entirely up to the players to construct their spells or will there be a list of example spells in the core book?
I like the freedom this system provides, and having played a lot of Pathfinder (but no Savage Worlds) I could probably recreate any existing caster character of mine using this toolset, but if I was entirely new to the setting I’d be interested to see a list of premade spells (like Cloudkill) just to get an idea of how the setting’s magic usually works.
You'll choose from a list of powers as is the norm for Savage Worlds. The process I outlined above was in large part to figure out what things we couldn't replicate with existing powers. Anything we couldn't do already needed to be a new power. We've talked about including some form of reference sheet on how to cast various iconic Pathfinder spells as powers, but I'm not sure where that's landed.