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More Thoughts on Classifier Magic

This gets a bit long, but I'm providing a list for Ben as well as expanding on a comment from the previous post.

Keep in mind that for all of this, I'm working with something D&D-ish that is intended to be similar to 2e. The idea is that some specialist mages have a different way of casting spells. I'm inspired by the Ars Magica system with its Verb-Noun method of categorizing spells. My system goes a bit beyond Creo Terram (Create Earth) into something like I Create Now a Small Thing with Curves Using Red Magic. Create is the verb, Now is the adverb (demonstrating time) Small Thing with Curves is the Noun, Red is the adjective.

Verbs,That's What's Happening

I mentioned that classifier magic had expanded out to twelve verbs. The rationale was that I was thinking of 12 schools of D&D magic (There's a lot more schools in the 2e books.) However, I stumbled upon my earlier post about magic in Andras and that give me a starting point of nine:

Abjuration
Time
Conjuration/Summoning
Enchantment/Charm
Illusion
Alteration
Greater Divination
Invocation/Evocation
Necromancy

I could make a verb of each of these schools and call it a day. Using Ido (because it is easier than Latin for me) you get

Abjuras
Tempas
Konjuras
Sorcas
Iluzionas
Chanjas
Divinas Grande
Advokas
Nekromancias

That's certainly one way to go, but let's assume we're going to streamline the verbs a bit now to allow for a greater number of nouns.

The school of time is going to be dealt with later. It is going to become something that can (but doesn't) affect any spell. Down to eight.

Enchantment and Illusion are similar enough that they should be one school. Down to seven.

What do to with Necromancy? The force of Undeath is very much a D&D thing. A spells that create undead don't have a good way of fitting into the system. Then again, this school encompasses all kinds of things from Evocation to Charm to Conjuration. It's not so much a verb as much as it is another classifier, a type of thing to be created, changed, etc. We'll make undeath a classifier. Down to six.

So here are the formerly twelve verbs pared down to six:

I Protect (Abjuration) - Any spell that creates a purely defensive effect. This would also apply to dispel magic or anything that counters magic.

I Create (Conjuration) - Any spell that creates matter or energy.

I Investigate (Divination) - Any Spell that imparts knowledge. (I didn't want to say I Divine, although that would be more appropriate.)

I Beguile (Enchantment/Charm/Illusion) - Any spell that attempts to alter perception or trick the mind. This also covers illusions and illusory effects.

I Call (Invocation/Evocation/Summoning) - Any spell that manipulates matter or energy. (In Latin evoke is to call out and invoke is to call on.) This also pertains to spells that summon matter, like summon animals, summon air, etc.

I Change (Transmutation) - Any spell that changes the shape or form of an object. It also pertains to any spell that changes the form or energy. Lastly, it also relates to spells thatĀ  grant new abilities like flying, burrowing, etc.

Could these six be changed into the five verbs of Ars Magica? Yes they could. In many ways the verbs are different mostly to keep as much compatibility with D&D asĀ  I can. In other words, I don't have to think too much about where the various spells fit because the schools are matched to a specific verb.

Lolly, Lolly, Lolly, Get Your Adverbs Here!

What do to with time? For almost every spell, time will be Now. The effect is created in the present time and continues in the present time. Specifically with time, I want to have a marker to tell when the spell began (past, present future) and when the spell ends (past, present, future).

In gameplay, spells that go backward in time are problematic. However, I imagine scenarios where a mage that can use time would cast Illusory Terrain that would go backwards in time if he/she is being chased by someone a few hours behind. I also imagine that many spells would not be used to generate an effect somewhere in time as much as place an object somewhere in time. In other words, sending an object back to the past.

Being able to manipulate time would be available to only specially trained mages at higher levels. There wouldn't be a 1st level mage casting a Sleep spell backwards or placing a Magic Missile in the future.

There's a lot more to explore here.

I Find It Quite Interesting

Here is a more comprehensive list of classifiers in the Malay language. It's not complete and classifiers change over time. You'll notice redundancies, but I consider that part of the "otherness" of the list. I haven't finished translating everything yet, nor have I started to pare down the list. Anything with question marks is where I am unsure. I don't speak Malay, so I'm not an expert.

Malay English Used for Examples
angkatan force to a group of people or things ships, soldiers, artists, writers
baris line for the things / people that get into line people, shops, houses, trees, writing, text, tables, chairs
batang stem to show things that are long rivers, candles, pole, poles, pens, trees, teeth, sticks, chalk, bridges, needles
bentuk form for the small things that have curves hooks, earrings, rings
berkas bundle for things that are tied together locks formed by tying knots, sticks, bundles of firewood
bidang field for things that are vast land, clothes, rice, carpets, flat, gardens, mat
biji seed for fruits, vegetables, and small things pumpkin, carrots, cabbage, eggplant, balls, cups, marbles, balloons, ketupat, stones, eggs, glass
Bilah Blade for sharp objects machetes, knives, knife, scissors, crescent, Kris
buah fruit For large objects, abstract noun, or things that can't be classified anywhere else cars, domestic, home, books, boxes, radios, town, village, piano, computers, cameras
buku books for the things that are lumpy soap, bread, yarn
butir item for things that are round and small eggs, stones, beads, rice, ammunition
carik/cebis strip / piece for things that are torn paper, cloth
cubit pinch for spices salt, sugar, turmeric
cucuk beak for things that are pierced with skewers or impaled satay
das das to the sound of an explosion or fire guns, pistols, rifles
deret row for things that are organized in rows buildings, houses, shops, car
ekor tail for all animals mosquitoes, ants, horses, crocodiles, foxes, elephants, rabbits, butterflies
genggam handful for objects that are held in the hand sand, rice, rice
gugus group for fruits or things wine, fair, palm oil, palm oil, a key
gulung roll for things that are rolled films, carpets, mats, wire, paper
helai strand for things that are thin and wide leaves, clothes, paper, cloth, towels, hair, grass
ikat bunch for things that are tied wooden skewers, sugar cane, vegetables, ironing
iris slice for things that are cut into small pieces onions, cucumbers, meat, fruit
jambak bunch for things that are handled or chain-link flowers, keys
kaki foot for things with a handle
umbrellas, mushrooms, bungs
kawan friends for groups of animals cattle, goats, bees, elephants, pigeons
kelompok group to a group of people, animals, and things birds, clouds, islands, stars
kepal fist for things held in two hands rice, glutinous rice, ground
keping chip for things that are thin or flat bread, board, card, files, cookies, land
kerat slice for the things that have been cut bread, pole
Ketul Dull for things that are lumpy and solid ice, meat, bones, soap, bread
Kotak Toolbox for things that stored in the box matches, pencils, cigarettes, soap, mosquito repellent
kuntum bud for flowers rose, jasmine, orchid
Laras Barrel to firearms pistols, rifles, cannons
lembar sheet things that are straight and long paper, wire, thread
longgok pile for things that are in piled durian, clothing, ground, Chile
naskhah copies to reading materials newspapers, pamphlets, magazines, articles, books
Orang The for humans teachers, nurses, doctors, shopkeepers, retail, postmen
Papan Board for things that are shaped pieces Brown, petai, fireworks
pasang pair to things and people in pairs clothes, shoes, earrings, and his wife, son
pangsa flats to share in the fruits?? durian??
pasukan team to a group of people in uniform drums player, police, army scout
patah fracture for word words, words
potong piece for things that have been cut cakes, meat, bread
pucuk shoot for things that are fine and thin and guns needles, letter, gun, cannon, guns, bamboo shoots
puntung butt for some of the things still on cigarettes, coal, firewood
rangkap duplicate? for poetry pantun, poems, poetry
rawan sad for things that are fine, loose, and mesh nets
ruas segment for things segmental-segment sugar cane, bamboo
rumpun family for plants that grow close together bamboo, sugar cane, lemon grass, pandan rice
sikat/sisir brush / comb for bananas banana
tandan cluster for fruits bertandan banana, coconut, betel nut, oil palm
tangkai stalk for fruits, flowers, and leaf stalks rambutan, duku, kenanga, rice, spring
titik point to drips water, blood, ink, dew
tongkol cob for fruit with a cob corn
ulas peel for fruits with edible peels durian, oranges, jackfruit, Cempedak
urat nerves for things that are very thin and long- hair, yarn, wire,
utas thread for things that are long rope, wire, chain

There is a lot of room for paring this list down. For example, fruit with a cob has only one example I can think of. Nerves and thread are incredibly similar as both deal with hair,yarn and wire. However, I don't want to simplify the list to remove redundant entries. I only want to pare it of things that would be for very specialized uses, like the cob-fruit one. I may even take one off the list that has a few items in it that I could later introduce through an NPC mage.

As I said, lots of work to be done here. Any and all suggestion welcome. The only three guidelines are that I want to end up with a list that is larger than ten a list that does not remove all redundancies and a number of classifiers divisible by five. The reason is that a mage using this system gets a number of classifiers at every odd level.

Unpack Your Adjectives

The idea behind adjectives is simply to introduce something like oppositional schools. If you think of Wu Xing with the cycle of generation and the cycle of destruction, you'll get where I'm going with this. Don't think of them by the elements, just focus on the color.

I didn't use the five color scheme, though, opting for a six color one instead. The main rationale for this will make sense later. I didn't want a character to spend a lot of time pondering which color to start with. There's really no min-maxing that can occur because color provides no real advantage that the player can control.

Ā Putting it Together

All of this seems like a lot of trouble for something that may or may not be worth trying. However, the execution of this idea is intended to be pretty straight-forward for players. To create a 1st level character, they choose one verb and one noun. Depending on the final number of nouns one or two more are randomly rolled. If the GM wants, the player can choose a color, otherwise a simple d6 will choose the color. Why the random roll for some nouns? It's the nature of the magic language. You learn one useful noun and get at least one unusual one to boot.

Since the spell list is generated, much like Ars Magica, players pick one spell for each classifier they have and start playing.

This was 1976 words. Probably too long for a single post. I'll work on smaller chunks of it later. Let me know what you think.

Non-Weapon Proficiencies in Andras

I have been wrestling with the NWP section of Andras for quite some time. I've even wrestled over the name. Since I want a skill system, it seems to follow that I should just call it a skill system. We'll see where the internal debate leads. At this point, the main reason I do not want to call it a skill system is that I do not want to get too close to d20, 3e or Pathfinder when handling these player abilities. As I said, we'll see.

Looking for inspiration for developing the system, I kept re-reading the chapters on Proficiencies in the PHB and the DMG. I even went back to Skills and Powers and looked at their redo of proficiencies. Considering the way that so many thing in Andras are already roll-under, I like the S&P way of doing it. I liked that in the S&P, the starting point is much lower than the starting point in the PHB. For example, Agriculture is INT+0 in the PHB. while in S&P, the starting score is 7 before adding adjustments for ability scores. If you have a character with 15 INT taking the agriculture NWP, a first level character will have a 75% chance of success. According to the S&P, the base score of 7 would be modified with a +2 due to Intelligence giving a final score of 9. Odds of success are 45%.

This may seem like no big deal, but it becomes an issue with Class NWPs like Spellcraft. Under the PHB, a wizard with 16 INT has a starting score of 14 for Spellcraft, whereas the S&P wizard would have a 10. That's a 20% differential. It strikes me as important because I still want 1st level character to be limited, but have more definition than their class description.

Sounds great, but I'm not using the character point system for character advancement. How would this look when the NWP's start with less power, but have the ability to improve over time? Would improvement over time re-create the overpowered feeling I get from the 2e proficiencies rules already?

Then I looked to my copies of Dragon. In particular, I found #225 to be very interesting. In it, Clayton Beal provides a revised proficiency system that keeps scores a little lower, but provides a simple way to determine advancement. In essence, every skill starts with a 10, it is then modified per the NWP in the Player's Handbook and then modified with the bonus from the ability. In other words, using a character with INT 15 taking the Agriculture NWP, the character starts with 11 as a score. Calculating that out, start with 10, then modify by 0 because Agriculture is INT+0 in the PHB, then modify by +1 referencing a table in the article. This is lower than the 15 under the original rules and higher than the 9 calculated from the S&P.

What about our Spellcraft example? Original PHB - 14, S&P, 10. Article in Dragon Magazine - 10. A base of 10 is modified by -2 (from the listing in the PHB) and then modified by a +2 from the ability score (INT 16).

So we have the NWP's calculated, how about advancement? Every level, a character can advance the score by one on an existing NWP. These points cannot be saved from level to level. Increase the score by one per level, or lose the point. What about third level characters that gain new NWP slots and the +1 bonus point? The bonus point cannot be added to the new NWPs, only the existing ones. So if my character wants to add the Bowyer NWP, the +1 point cannot be applied to it.

Now for the fun part, out of class NWPs. Under S&P, a character of one class that chooses a non-weapon proficiency from a different class receives a mild penalty. Under the rules in the PHB and Dragon 225, it costs double the slots. This may seem a minor trifle, but using Spellcraft as an example, a Rogue looking for the Spellcraft NWP pays 3 character points plus 2 extra for a final cost of 5 character points. In the Dragon Magazine article, it costs two proficiency slots. Considering that a character can take disadvantages in S&P, two points doesn't seem a high enough penalty. (An article in the same issue of Dragon demonstrates this with an 8 step process to create an S&P character.)

The word count is already high, so I'll end here. When I work out the final rules, I'll post them here as a PDF. It may not be the skill system in OpenQuest, though that is tempting, but it feels like 2e without the ability inflation.

Navigation in Tiezerakan

It's no secret that I love Spelljammer specifically and the idea of space fantasy in general. Having said that, I was always bothered by the helm concept. It didn't make sense to me that the pilot of a spacefaring ship had to be a Priest, Psionic or Wizard character. Sure there were the life-draining helm, but that is also problematic.

The main issue was that swashbuckling action and pirates evokes images of Anne Bonny, Mary Read, Gentleman Pirate Stede Bonnet and Blackbeard. The closest thing to a spellcaster was Blackbeard, but that is a bit of a stretch to even call him an illusionist. The captain of the ship is more like a Rogue character than a spell-caster. Although it is true that a spell-caster can work for a pirate, there just aren't enough higher level spell casters for all the ships in space.

In 2e, everything else on a ship was a non-weapon proficiency, so why wouldn't piloting a spaceship be one as well? To solve that issue, I imagine a magical device that can be operated by anyone with sufficient skill is used to pilot the ship. I have spent the last two weeks attempting to draw this device in vain, so I have to describe it, instead of providing a picture. Sorry.

This device is an orb with three triangular shaped handles on it. Each of the handles are perpendicular to each other. In other words, one is the x-axis, another on the y-axis and the third lies along the z-axis. Each handle controls a gear that can spin a full 360 degrees. It is made to easily rotate to a specific setting and stay locked at the setting.

One handle controls the pitch of the craft, the other two control the yaw and roll respectively. The pilot rotates one or two of the handles to direct the craft in three-dimensional space. Being able to only control two of the three at any given moment is normally not an issue. The only time it may be an issue is when a craft is attempting evasive maneuvers. An observant attacker can sometimes anticipate evasive maneuvers because the ship can only move in two dimensions simultaneously.

Assigning a piloting skill based on DEX allows any rogue to pilot a spacecraft. Broadening it out to all classes, anyone can pilot a ship with the right training. I also imagine a unique spell/magic item that allows a pilot to use a third arm for maneuvering in tight spots and/or attempting evasive manuevers.

However, I would still set an 8 hour limit for how long a creature can act as pilot without losing concentration. Anyone piloting after 8 hours of piloting would suffer penalties to rolls and increased chance of being surprised.

One other thing that the use of this device allows is mutiny. No longer is it necessary to get the spell-casting pilot to join your cause - just eliminate the captain and bridge crew and get the best remaining man to pilot.

More coming about possible quests and adventures in Tiezerakan in future posts. Let me know what you think of the Pilot's Orb (working title only).

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