Musings on Glog’s Spellcasting Dice System (and a small homebrew)
I might be a bit late in my joining the Glogosphere (and it is all due to RELIC: A game of Small Gods & Lost Wonders) but I really want to talk about its spellcasting system and the tremendously interesting mechanics behind it.
I will not go into great length describing
it since the original can be found in this post by Arnold Kemp. The
gist of it is simple.
Instead of having spell slots from which
they cast spells wizards have a specific number of memorized spells
and a number of d6’s (refreshed after a
night of rest) used to model their
spellcasting power.
When they cast spells they roll as many
d6’s they want, up to all their d6’s available and add the result
together. The spell’s effect are based both on the number of dice
as well as the sum. The usual annotation
for these numbers is [dice] and [sum].
The most interesting
caveat here is that dice that roll 4,5 or 6 are lost whilst 1’s 2’s
and 3’s return to the dice pool. If you roll doubles or triples you
get mishaps and dooms respectively (Which is awesome because it
reminds me of Warhammer Fantasy RPG 2nd
edition which is a fucking masterpiece of a game).
There are
more rules and aspects on spellcasting and I encourage you to read
the posts linked above.
Now, to the stuff I find
interesting. First, I love how some dice are removed but some are not
and you cannot know how costly a spell will
be until you actually roll dem bones. Low
results are less impressive but you can cast again in the future.
This is cool because it reduces player’s disappointment and
also models the unpredictable, chaotic, nature of magic.
It’s
2010, after a four year long hiatus from RPGs (the only ones I knew
of were D&D 3.5 and Vampire – which I never dug since I have
never been much of an edgelord) I discover that there are other RPGs.
One of the firsts I discovered were the warhammer 40k games from
Fantasy Flight Games. I think it was Rogue Trader or Deathwatched
that introduces the mechanic for fettered and unfettered
“spellcasting” (actually psionic stuff but the idea is the same).
The mechanics were
simple, if you don’t commit all your power meaning
you roll half your psi dice you have a
smaller chance of manifesting the power but there is no chance of
mishaps (and warhammer 40k mishaps are
famously terrible shit). I love the idea of
push your luck mechanics when magic is involved so a Glogification of
the aforementioned concept seems like an interesting mental exercise.
Push your luck GLOG spellcasting.
-
Spellcasters have a fixed number of spellcasting dice.
- When
they cast a spell they can chose to use either d4’s, d6’s or
d8’s, representing careful, regular and reckless spellcasting
respectively.
- As
always any dice of 4+ is lost for the day.
- Only
doubles and triples of 4’s, 5’s and 6’s count for mishaps/dooms
etc.
- For the purpose of mishaps and dooms any number above a 6
is treated like a 6.
Not to toot my own horn (I ain’t
even horny) but I think this is a cool set of rules and a nice
demonstration of GLOG’s hackability. But we ain’t gonna stop yet.
My next
article is going to be about how the expanded magic dice rules we
designed above can be used to model beliefs, ideals and interpersonal
bonds.
fin
You might want to check Shadowrun's magic system for alternative ideas of pushing the envelope with spellcasting :)
ReplyDelete