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Magical Academy game- freeform or D&D?

Posted by gladiusdei
CaesarCV
member, 381 posts
Sun 9 Jun 2019
at 00:42
  • msg #18

Magical Academy game- freeform or D&D?

Hm...I can't think of the best systems off the top of my head right now ha ha. A lot of the systems I particularly like are somewhat similar to D&D as far as fantasy games go.

There are various ways you can make progressing in magical knowledge feel rewarding.

Even if there's no real mechanics, you can always still have them only be able to do specific things with spells. For example, getting the power to light a fire, but only like a candle could later upgrade to fireballs or other things. If you make it clear what abilities they do and don't have it can really push things in that direction. If it makes you more comfortable, you can always do 'GM decides the result of actions' to accompany this.
This message was last edited by the user at 00:48, Sun 09 June 2019.
gladiusdei
member, 806 posts
Sun 9 Jun 2019
at 00:52
  • msg #19

Magical Academy game- freeform or D&D?

Maybe a class like game just won't work on this site.  At least not what I am looking for.

Maybe I need to think of a different way of approaching a story about a gathering of magically capable individuals.
gladiusdei
member, 807 posts
Sun 9 Jun 2019
at 01:18
  • msg #20

Magical Academy game- freeform or D&D?

I'm not really looking for a game like Harry Potter.  I was thinking more of an academy that expands characters into masters, powerful magical adepts.  Not teaching wingardium leviosa to preteens.

So I think them not being 1st level would still fit my idea.  But I don't really know how to avoid the tendency of D&D having story and roleplaying bow to mechanics.

maybe have a game where characters are given both options, where some players could go on a 'field trip' of sorts to experience more of something like a dungeon delve, while others stay in the academy and learn about the people, deal with inter-character stories and mysteries.  and then the next chance players can choose again what they want to do.
CaesarCV
member, 382 posts
Sun 9 Jun 2019
at 01:36
  • msg #21

Magical Academy game- freeform or D&D?

Hm...have you looked into Powered by the Apocalypse games at all? A game in that framework might be able to provide a bit more structure without making mechanics too cumbersome.
Hendell
member, 200 posts
Sun 9 Jun 2019
at 01:41
  • msg #22

Magical Academy game- freeform or D&D?

If, for whatever reason, 5e D&D is not an option I would not suggest using any previous edition, as they will add more complexity than needed.

Powered by Apocalypse is a good second choice, Savage Worlds can get it done.
Isida KepTukari
member, 274 posts
Elegant! Arrogant! Smart!
Sun 9 Jun 2019
at 01:43
  • msg #23

Magical Academy game- freeform or D&D?

I'm going to go out on a limb here, because while the setting is very different, the mechanics may be what you're looking for: Invisible Sun by Monte Cook Games.  The whole premise is that the characters are scholarly magicians of various sorts (one is wizardly, one is sort of a free-form sorcerer, one is a summoner, one is an artificer-type, and one is a free-form magician) and the pace of the game assumes lots of research, and even exemplifies and rewards the nitty-gritty of finding components, books, teachers, or unusual beings in order to grow in magic.  Magic is the central conceit of the game, and combat is very rare and often deadly (and it mostly assumes you are not getting into it unprepared, because you should have been doing research).  You gain secrets of magic and learn special talents as you grow, and can choose to focus on your academic side, or your talent side (or both, if more slowly).  The game assumes you already start as low-level masters of your craft, so it's about growing into a truly powerful magician.

While the setting is unusual and surreal, the mechanics could easily be transferred to Eberron.  There are several sub-systems in the game that can be ignored to simplify it (relating to the philosophy inherent in the default setting), allowing for a more pure magical research/academy experience.
This message was last edited by the user at 01:44, Sun 09 June 2019.
gladiusdei
member, 808 posts
Sun 9 Jun 2019
at 01:56
  • msg #24

Magical Academy game- freeform or D&D?

5e wasn't an option because I've never looked at a 5e book.  I'd have to learn the whole system and the changes in it before I could run it with any confidence.  I know 3.5 much better, so it was my default.

I will take a look at the systems you suggested.

it may be that I just need to put this idea on the back burner, since I don't have a good way to run it.  Try to find a similar but different idea that would fit better on rpol.
Pookaking
member, 222 posts
Sun 9 Jun 2019
at 04:35
  • msg #25

Magical Academy game- freeform or D&D?

Have you tried Pathfinder?  The rules are near enough 3.5 that you won’t have to learn a new system, but they give enough options to  individualize sorcerers (bloodlines) and wizards (arcane schools) that gestalt is unnecessary.  They even gain new ability ad they level up, so you feel like you are advancing in magic. It’s even free! Just look up Pathfinder STD.
Aidhogan
member, 81 posts
Sun 9 Jun 2019
at 05:09
  • msg #26

Magical Academy game- freeform or D&D?

I really think the reason so many people are suggesting 5e is because it has made changes that do what you are trying to do.  3.5 was extensively given to number bloat and munchkinry.  Pathfinder even moreso; I directly recommend against.  5e's bounded system and less-granular bonuses take out most of the options for exactly what you're complaining about, leading to the players you're complaining about being largely bored away from it or showing up in a few easily-spotted configurations.  It's not what you want, and your answer is you won't do it, and that's fine.  I'm not saying you should.  I'm saying I think you don't yet know that you want to.
gladiusdei
member, 809 posts
Sun 9 Jun 2019
at 05:16
  • msg #27

Magical Academy game- freeform or D&D?

That's not really true, I know what I want to do in broad terms, I just don't know the best way to accomplish it.  But that doesn't really matter.

I'll take a look at 5e, but I won't be able to learn it to the degree needed to run this game, if I chose to run it that way anytime soon.

Right now I am rethinking how best to work it as a freeform game.  I might walk away from the magical academy terminology, move it more toward magic emissaries exchanging knowledge of different magic styles.  That will lessen the need for a codified idea of magical progression.
nauthiz
supporter, 599 posts
Sun 9 Jun 2019
at 06:06
  • msg #28

Magical Academy game- freeform or D&D?

You could do it "black box" style.

Let the players create the characters through narrative descriptions much like they would if it were freeform.

Then you put together some mechanics behind the scenes, as simple or as complicated as you'd like (and without you having to learn a new system), that make up their character sheet.  Provide the characters with strictly narrative feedback in terms of relating what they can do or what they accomplish when they try something or attempt to overcome an obstacle or challenge.  Track the mechanics behind the scenes so the players never see numbers just story.

You can track advancement through narrative blurbs collected on a "sheet" or compiled into a story or character history or the like, so players have some sense of what their characters are good at or knowledge they possess but aren't trying to min-max or chase that next +1 to this stat or that.

In this way you can get a freeform feel but still have some semblance of rules in place that determine outcomes, advancement, etc.

The downside is it can perhaps be slightly more difficult to get player buy in, and it's more work on your end to keep track and arbitrate certain things if you're going with a more mechanically complicated back end.
gladiusdei
member, 810 posts
Sun 9 Jun 2019
at 06:09
  • msg #29

Magical Academy game- freeform or D&D?

that's kind of where I plan on going with it.  Freeform, with a very simple system to keep track of ability.  But I don't think it will even need dice rolls, more just describing the general level of ability at each tier, and telling players when they gain a tier.
eternaldarkness
member, 893 posts
And the world shall fall
into eternal darkness....
Sun 9 Jun 2019
at 20:01
  • msg #30

Magical Academy game- freeform or D&D?

Is there a reason you're determined to use D&D? It's not really a good system for what you want to do, and many systems would be better.
gladiusdei
member, 811 posts
Sun 9 Jun 2019
at 20:11
  • msg #31

Magical Academy game- freeform or D&D?

I never said I was determined to use D&D.  I actually asked for other systems that may work better, and was given a few ideas.

But like I said in the first post, D&D is the only system I have experience with that has an expansive fantasy magic system.

so if you have alternate ideas, I'd love to hear them.
Ski-Bird
subscriber, 16 posts
Sun 9 Jun 2019
at 20:38
  • msg #32

Magical Academy game- freeform or D&D?

Are you familiar at all with Fate Core?  Fate Accelerated would fit the bill too ... although I never quite hopped on that train.

I think you'll find that it offers the right balance of crunch vs. narrative freedom that you may be after.  Once you grok how the system works, you won't really ever be at a loss for a system again.  As a system, it is downright elegant in its design, and it lends itself flawlessly to running any sort of game you can possibly imagine.  Once you crack the 'how do I ...?' and the 'what does this dial do?' sort of questions ... I think you'll find that you have a nifty little engine onto which you can drape any tale (of any genre you want).

For the new-system-averse folks who might be lurking out there, the designers have priced it via a pretty nifty 'pay what you want' option (which includes zero).  So you can check it out without sinking any of your hard-earned money into the equation.
MalaeDezeld
member, 110 posts
Sun 9 Jun 2019
at 20:48
  • msg #33

Magical Academy game- freeform or D&D?

Maybe the system from ars magica. The 4th edition is a free download. I've never played it thought.

Magic is split in two parts: techniques and elements. Techniques include things like create, mutate, protect. Elements are like life form, water, fire. The combination of a technique and an element gives the power level to determine the biggest effect possible. But as they are in the same pool (they would all be d&d skills) it's hard to both a master of a combination and have a broad range of effects possible.
rgr
member, 56 posts
Sun 9 Jun 2019
at 21:04
  • msg #34

Magical Academy game- freeform or D&D?

 I am familiar with 3.5 which is fine in the context of most people would be familiar with the system and alot with most useful spells.

 Your game idea could work, with the caveat that most of any mechanics would fall back on you to set the pace of learning and practical learning of such skills that would be taught.

If 3.5 has a weakness that i can see is that magic users become too powerful as the levels go up, so making other classes less needed.

 If you work out something and want to give it a shot. I would like to make an effort to be remembered as a possible.
gladiusdei
member, 812 posts
Sun 9 Jun 2019
at 21:08
  • msg #35

Magical Academy game- freeform or D&D?

Right now I am really unsure of how to make this work.  I am considering a way of translating into freeform, but I'm also going to take a look at Fate Core.  Ars Magica I am familiar with, but it is a low fantasy setting, so it would require a LOT of adaptation.

if I DID run it in 3.5, it would be a ways off.  But I would require all players to have a magic user class, so the fear of magic users outstripping non-magic users is moot.
eternaldarkness
member, 894 posts
And the world shall fall
into eternal darkness....
Sun 9 Jun 2019
at 21:18
  • msg #36

Re: Magical Academy game- freeform or D&D?

gladiusdei:
I never said I was determined to use D&D.  I actually asked for other systems that may work better, and was given a few ideas.

But like I said in the first post, D&D is the only system I have experience with that has an expansive fantasy magic system.

so if you have alternate ideas, I'd love to hear them.


As was suggested below, Fate (though not my cup of tea) would work, as would a system like Mutants and Masterminds or my favorite generic crunch-lite do-anything system, a little-known gem called The Window. If you want more crunch you could even look at Mutants and Masterminds 2nd or 3rd edition (3rd has a free SRD) though with M&M start the power levels off low (around 5 or 6) and maybe build a 'spellcaster' template that every character is required to have and gets for no cost.

You could also start with freeform as a base and create your own system. I've seen it done very elegantly here on RPoL before and it works great if you have a head for balance and mechanics design.
gladiusdei
member, 813 posts
Sun 9 Jun 2019
at 21:29
  • msg #37

Re: Magical Academy game- freeform or D&D?

that's...what I just said I was going to do.  or at least look into doing.


the big problem is that a game like this sort of begs for crunch.  I want to have a game where characters explore the reaches of magic.  Negotiate with extrapalanar beings, rub elbows with demons and celestials, face magical threats that no other mortal has seen, and explore what it would really mean to be a magic user.

That fits REALLY well into the setting and ideas behind D&D.  but when you make characters that CAN do this sort of thing, the game descends to picking the 'best' array of spells, maximizing your damage, and finding feats that min-max your character.

And it doesn't fit well into a freeform game as is, because, well, there are no limits in freeform.  Nothing feels as impactful.  It means something when a 6th level D&D character meets a pit fiend and has a conversation with it.  There is an inherent understanding of just how powerful this thing that talks to you really is.

In freeform, there's a lot less of a sense of scale and power.  I could try to devise a system to allow for a sense of scale, and I am trying to look into it.  But it's hard to find the right middle ground.

and games like Fate Core, while providing a good framework, don't provide that setting crunch.  I would have to devise it all.  And in those instances, if a player is exploring a homebrew system and meets the dreaded Narthakulagur, he has no idea if he should be afraid of it.  He's never heard of it until ten minutes ago when the GM described it to him.

so I am trying to navigate the best way to mix these contrasting ideas, and find a game that can be as close to what I want as can be, and still be a fun game people will want to play.
Studynot
member, 158 posts
Mon 10 Jun 2019
at 02:12
  • msg #38

Re: Magical Academy game- freeform or D&D?

In reply to gladiusdei (msg # 37):

I'd like to second 5e as worth a look.

It is much less crunch happy than 3.5 and so far that I've found on rpol, lends itself to much more RP in games than just moving from crunch/battle to battle. At least that has been what I've seen in games that I've been in so far in 5e. Much more RP going on than in 3.5 games where it's just one line posts and no response.

I think it might be a good middle ground for you personally. It is still the d20 base of 3.5 so the learning curve for you is less steep than other systems, but it still gives you all the familiar names/creatures/structures/etc. from previous D&D editions.

Mordenkainen's Tome of Foes is a great book for you to explore as there are lots of planar threats in that book.

5e has Backgrounds to help differentiate characters from the get go. Even 5 Human Characters with the "Sage" background and Wizard class are going to have different skills they mastered as a sage and different languages and will likely be different Wizard specialists. It's pretty hard to end up with similar characters in 5e I've found.

I'm in a TBT game with 2 rogues in our party of the same level and they are VERY different from each other because of the Subclass /path they chose.
Shadowsmith
member, 181 posts
Born in Wisconsin,
I escaped into the World.
Mon 10 Jun 2019
at 02:36
  • msg #39

Re: Magical Academy game- freeform or D&D?

Have you looked at Ars Magica 5e? It is an incredible system that focuses on magic and wizards.

The default setting is Mythic Europe, but that can changed.
gladiusdei
member, 814 posts
Mon 10 Jun 2019
at 02:55
  • msg #40

Re: Magical Academy game- freeform or D&D?

I've looked at it a bit.  I guess it would be just as much work to adapt it to a high fantasy setting, ans it would be to make my own freeform version.
Hendell
member, 201 posts
Mon 10 Jun 2019
at 03:32
  • msg #41

Re: Magical Academy game- freeform or D&D?

D&D 5e is a surprisingly robust system for one that is at the same time quite simple.  It is easy to modify without disrupting its balance.

For instance you could add an 'academy training' rule to the game, that allows spellcasters to swap out a number of known spells equal to their intelligence bonus for spells of any other class up to a maximum level one lower than their highest level slot.  This would allow you to have a learning and improving kind of wizard like feel to non wizards and would not ignore or punish wizards for already being the more academic class.
gladiusdei
member, 815 posts
Mon 10 Jun 2019
at 03:34
  • msg #42

Re: Magical Academy game- freeform or D&D?

I'll take a look at 5e.  Ultimately I have a lot of systems to look over, which will take a while.
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