Magick
The Problem with Magickal Skills
In the Perilous Pool of Possibilities, I included a brand new magickal skill called Shifting.
In the upcoming Mirrors adventure, there is also a new magickal skill.
Cool, right? The problem - neither of these magickal skills actually follow game rules and have a counter or opposite magickal skill.
Hmm.
Both of these magickal skills are very unique. Shifting (a sort of teleportation skill) could very well have an opposite, but it would end up being a very limited and narrow magickal power. It might be something like “grounding”, where a wizard firmly plants herself in a location and cannot be moved. There is a little potential there. (And to note, shifting itself is a fairly limited power as I point out in the Perilous Pool adventure.)
But this doesn’t solve the problem that there are things wizards should be able to do, like teleportation, that shouldn’t really require a roll at all. I included one in the game that every wizard has - the ability to fly. Can you imagine how boring a bearded wizard with God-like powers would be without the ability to fly? Lame.
So at this point, if I do an EAK 2.0, I am probably going to build in more innate skills that a wizard can just do. Maybe there would even be a little rating system, so some wizards would have a little more flight ability than others. If you have any suggestions, toss them in the comments section below.
Things to Do This Week:
- Finish Mirrors.
- Rebuild the EAK site.
- Throw up some new free thing for Barbarians Versus and EAK.
Later this week, check out the blog as I respond to a really cool idea from some fan mail.
In the upcoming Mirrors adventure, there is also a new magickal skill.
Cool, right? The problem - neither of these magickal skills actually follow game rules and have a counter or opposite magickal skill.
Hmm.
Both of these magickal skills are very unique. Shifting (a sort of teleportation skill) could very well have an opposite, but it would end up being a very limited and narrow magickal power. It might be something like “grounding”, where a wizard firmly plants herself in a location and cannot be moved. There is a little potential there. (And to note, shifting itself is a fairly limited power as I point out in the Perilous Pool adventure.)
But this doesn’t solve the problem that there are things wizards should be able to do, like teleportation, that shouldn’t really require a roll at all. I included one in the game that every wizard has - the ability to fly. Can you imagine how boring a bearded wizard with God-like powers would be without the ability to fly? Lame.
So at this point, if I do an EAK 2.0, I am probably going to build in more innate skills that a wizard can just do. Maybe there would even be a little rating system, so some wizards would have a little more flight ability than others. If you have any suggestions, toss them in the comments section below.
Things to Do This Week:
- Finish Mirrors.
- Rebuild the EAK site.
- Throw up some new free thing for Barbarians Versus and EAK.
Later this week, check out the blog as I respond to a really cool idea from some fan mail.
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