Jump to content

[Support] Questions About The New Magic System

 Share


Jistuma

Recommended Posts

I have a few questions that I would like answered. Now I have read the post and I believe I know most of the answers, but I want confirmation. I will do a guide on it after it has been answered.

  • Can players roleplay combat magic?

    1.1. If yes: In roleplay fighting, can it still be more powerful/weaker based on the skill of the mage?

    Yes. By no means is magic RP abolished. You can RP stronger/weaker than the opponent, but remember that when things start becoming unfair to the point where you just crush your enemy, you've gone too far. You should speak with the player your fighting because if they have no problems with your role-play being a little more powerful, we have no problem with it.

  • Does lore of the already existing magic has to be followed?

    2.1. If yes: Does this mean Druids, Necromancers, Frost Witches, Shamans, Magic Drainers and Antags have to gather their magic through rp?

    Magic lore should be followed yes. That granted though, you have more freedom to do different things with certain magic types. You can be inventive with your spells and are able to go weird and wonderful with your magic. Any new magics that pop up that create Aengudaemons for following will be disallowed unless it goes through the lore team first.

    2.2. If yes: What stops someone from creating the same exact existing magic without the lore and restrictions?

    Creating another magic that is very similar is distasteful, and even with similar lore it likely wouldn't be allowed. That said, that is the Lore Team's jurisdiction.

  • Can there be birth given magic?

    No, this is in lore that all are born with the capacity to /learn/ magic, not use magic off the bat.

  • Do you have to roleplay learning the magic?

    Yes, you do need to role-play learning the magic a little or at least having some knowledge of the magic. However we understand that we cannot monitor everyone just like we cannot monitor every swordsman or every archer in LoTC. We want to promote an environment that allows new players to jump right in and get involved with magic.

  • Do you have to roleplay gatering info on the magic to learn it?

    Pretty much. How could you really cast magic without knowing about the magic in the first place? Though it will be hard to monitor that and we are partially relying on you guys to help us.

  • What are the limits on powergaming:

    6.1. Can new magic force others to do what puppetering, contract magic, Mind magic, anti-magic, necromancy, void translocation and many others do?

    Anything that previously did not require OOC consent may acquire it now for the one reason that anyone may be able to do it. If the player is happy with the RP then its fine, but then its not really forcing... Which is what your question asked.

  • What stops someone from being everything mage?

    We as a community can stop people from becoming an everything mage. People realistically cannot become adept in every single subtype ever, and be Conan the Barbarian and Legolas at the same time. They need to know balance and we are trusting them to balance out their characters. If someone isn't doing this very well, advise them, or come to an SM/GM.

  • By creating new magic, do they need to think if it goes against any other type of magic?

    Logically yes. If the magic they are making conflicts with other magics, they'll be asked not to role-play it. Likewise if the magic is similar, they'll be told to find another idea.

Think that is all for now, might write more in a bit.
Link to post
Share on other sites

Can there be birth given magic?

 

No, this is in lore that all are born with the capacity to /learn/ magic, not use magic off the bat. 

Link to post
Share on other sites

I would like to rephrase question 8 somewhat and ask: "Are there even going to be well-defined subtypes?" I ask this because the news post seemed to state Magic types and possibilities were to be taken very loosely. Apart from combat magic, creativity was given free reight red lines were faded

Link to post
Share on other sites

I have a few questions that I would like answered. Now I have read the post and I believe I know most of the answers, but I want confirmation. I will do a guide on it after it has been answered.

  • Can players roleplay combat magic?

    1.1. If yes: In roleplay fighting, can it still be more powerful/weaker based on the skill of the mage?

  • Does lore of the already existing magic has to be followed?

    2.1. If yes: Does this mean Druids, Necromancers, Frost Witches, Shamans, Magic Drainers and Antags have to gather their magic through rp?

    2.2. If yes: What stops someone from creating the same exact existing magic without the lore and restrictions?

  • Can there be birth given magic?
  • Do you have to roleplay learning the magic?
  • Do you have to roleplay gatering info on the magic to learn it?
  • What are the limits on powergaming:

    6.1. Can new magic force others to do what puppetering, contract magic, Mind magic, anti-magic, necromancy, void translocation and many others do?

  • What stops someone from being everything mage?
  • By creating new magic, do they need to think if it goes against any other type of magic?

 

Think that is all for now, might write more in a bit.

 

1. Yes.  By no means is magic RP abolished.  You can RP stronger/weaker than the opponent, but remember that when things start becoming unfair to the point where you just crush your enemy, you've gone too far.  You should speak with the player your fighting because if they have no problems with your role-play being a little more powerful, we have no problem with it.

 

2. Magic lore should be followed yes.  That granted though, you have more freedom to do different things with certain magic types.  You can be inventive with your spells and are able to go weird and wonderful with your magic.  Any new magics that pop up that create Aengudaemons for following will be disallowed unless it goes through the lore team first.  Lago's thread is going to be watched and once it has been edited enough there will be changes made to the document about certain types of magic.  If someone creates a replica magic with the exact same lore and restrictions, well that's quite silly.  Its like me creating two of the same daemon and saying one is slightly stronger.  We'll tell them it is not allowed.

 

3.I'm assuming that you mean 'Can you be born and know magic'.  You can be born with magical prowess, the ability to learn magic, but you cannot be born with the knowledge of how to use a magic.  Everyone must learn magic similarly.  

 

4.Yes, you do need to role-play learning the magic a little or at least having some knowledge of the magic.  However we understand that we cannot monitor everyone just like we cannot monitor every swordsman or every archer in LoTC.  We want to promote an environment that allows new players to jump right in and get involved with magic.

 

5.Same answer as above.  Pretty much.  How could you really cast magic without knowing about the magic in the first place?  Though it will be hard to monitor that and we are partially relying on you guys to help us.

 

6.Powergaming magic is like powergaming anything.  When players begin to have a major advantage over another player on the playing field, it is powergaming.  Spell = sword = bow.  Players are expected to role-play fairly with their opponents interests in mind as well as their own.  Forcing magic upon someone else cannot be done OOCly.  By this I mean you will need consent if the magic you are using means they have no control and cannot react.  This is powergaming.  Being able to see someone's memories against their will or control their body is powergaming.

 

7. We as a community can stop people from becoming an everything mage.  People realistically cannot become adept in every single subtype ever, and be Conan the Barbarian and Legolas at the same time.  They need to know balance and we are trusting them to balance out their characters.  If someone isn't doing this very well, advise them, or come to an SM/GM.

 

8.Logically yes.  If the magic they are making conflicts with other magics, they'll be asked not to role-play it.  Likewise if the magic is similar, they'll be told to find another idea.  

Link to post
Share on other sites

I would like to rephrase question 8 somewhat and ask: "Are there even going to be well-defined subtypes?" I ask this because the news post seemed to state Magic types and possibilities were to be taken very loosely. Apart from combat magic, creativity was given free reight red lines were faded

Depends on the answer to question 2. There is a difference between lore and creating magic that is exacly the same as another.

Snip

About answer 2: You got confused, I asked what stops a player from creating a magic almost the same as another WITHOUT the same lore and requisits, not with the same lore and requesits.

For answer 3: I mean characters that are born with the ability to learn special types of magics, that can't be learnt by anyone else but those that are born with that special requisit to learn the magic.

For question 6: Why were those magics allowed without OOC permissions and now they aren't anymore?

COntract magic does not always need OOC agreement (only for certain things), most of the time it needs OOC comprehencion and IC agreement. It needs previous rp so that it can be done.

Puppetering can make other characters move against their IC will (thought not a lot), and it doesn't need OOC permission, only a few things happening in RP before that was made

Void translocation is pretty much teleportation.

Anti magic is... anti magic.

Mind magic does not need OOC permission, it needs OOC acknowloging that there is nothing stopping the mind mage from doing what he is doing. No the mind mages don't chose many things that they can do, it is up to the player, but they can see memories.

So if they were accepted in lore and by the magic team, how are these things considered powergaming?

And what stops players from making magic that would go to these lenghts?

Link to post
Share on other sites

My question is who will have access to the magic plugin upon release, now that players will not require Magic apps to RP magic?

Link to post
Share on other sites

My question is who will have access to the magic plugin upon release, now that players will not require Magic apps to RP magic?

I don't think we need to worry about that...
Link to post
Share on other sites

Creating another magic that is very similar is distasteful, and even with similar lore it likely wouldn't be allowed.  That said, that is the Lore Team's jurisdiction.

 

If you have a magic that requires you to be born with the ability to cast it, to cast it, you'll probably need lore for that.  Currently I don't think there''s a magic like that, and when there is, there will need to be lore for it.  

 

Anything that previously did not require OOC consent may acquire it now for the one reason that anyone may be able to do it.  If the player is happy with the RP then its fine, but then its not really forcing... Which is what your question asked.

Link to post
Share on other sites

Just a lil' question. Lets say Kardel has been studying the arcane for years (which he has, i've spent a irl year of my life dedicated to this and won't just throw it away), and has an idea. He decides what if, instead of conjuring up a flame from the void, he tries to conjure up an object. Would Kardel be one the tracks of becoming a Tier 1 conjurationist with this new system?

Link to post
Share on other sites

This players questions have been answered and the situation resolved.

Should you wish to have this reopened, please PM me your reasons why it should be so.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...