I've been working on a light-weight supplement for WR&M that allows "tactical combat" so that people who like a tactical view of combat and/or like to use miniatures can now do so with WR&M.
I understand the chart for different AP spent on the spells, being based more on the effect of the spell and how it's being used and all...but part of me isn't a fan of it, due to the fact that it pretty much makes a GM or player have to keep track of both the Mana Points and the AP of each spell. It just seems like additional chart checking and one more thing to slow down combat.
Could a general rule of thumb of "Offensive Spells: 6 points, Defensive: 4 points, Utility: 2" be applicable? ((Definitions: Offensive is anything that could damage, condition, or disrupt an opponent. Defensive is anything that buff, heals, or stabalizes a PC or an ally. Utility is enhancements and miscellaneous charms and effects.))
Yep, I think that's a great idea. Spells were the trickiest thing and I totally agree that it puts a burden on the GM which will inevitably slow things down.
In the very first game (which was actually a Skyrim conversion as well) it really slowed things down, but I'd gone out of the way to map the Skyrim spells over. I pretty much dismissed that after that game and set about adapting the core WR&M spells which is more or less what you see there. Subsequent tests didn't exercise that table thoroughly, but when it did it certainly put the breaks on things.
So I think your suggestion is a good rule of thumb with the usual caveat of using a bit of common sense. Thanks! B-)
Very cool. I'm really curious to see this in play! I'm also very curious to see how this could play out in a game of WYRED.....it could really turn some of those cyberpunk shootouts into some really intense sessions.
Only 4 AP to mount a house? Is a ranch slower or faster than, say, a cape? A hovel? A manse? *grin*
Seriously, cool idea. I'm brushing up on the base rules for a pre-teen game in 2 weeks, and after we settle in I may add this. It certainly adds an edge to characters with high Rogue scores.
This looks good. Not playing at the moment as running a Traveller game. Have fought that the game needed something like this. Agree that spells should take up most of a turn so need to around 5-8 AP so maybe a base 4 plus level. Good work though
Folks - this is not forgotten... if you follow me on Twitter (@brindy) then this is just one of the pies that I have don't have enough fingers for at the moment. Bear with me. :)
Play testing will no doubt help us zero in on the best balance of CPs to suggest to GMs and what we learn from testing will inevitably soften the rough edges where the language might fail the idea.
Having said all that I think I've pushed it as far as I can as an academic exercise, now we just have to break out the virtual battlemat!
Please share your criticisms or if it's just plain "not at all what I was thinking!" let me know that too. HAha.