Life, and
specifically work, have gotten in the way of me providing for the requested
modifications to the magical research system in SKM. I’ve neglected SKM a lot
actually, and its particularly sad since my players have been floating in a holding
action for over a year while I embarked on this goofball crusade to make house
rules, and ended up inventing a sort of weird new system.
Previously,
magical research required funding and gave no particular benefit. As magic,
unlike the other techs, doesn’t have a list of Research topics (RTs) it also
had no place for funding overages to go, and funding it became either a luxury
line of a successful kingdom, or a foolish and dangerous exercise. The costs
didn’t outweigh the penalty.
You had to
spend reams of cash to maybe get nothing, and maybe end up with frogs raining
from the heavens. That needed work. My main issues were trying to balance use
with risk. Magic should not be a simple and safe procedure, but in that desire
I went too far to the extreme. Let’s try this again..
For our new
magic research, let’s stick with our three categories: Land, Artifact and
Creature. That part is simple enough.
We’re going
to modify land magic though. Instead of it being a one time shot of whatever,
we’re going to make it like technology, and make it sustainable. Resource, Gold
or Food, will power discoveries for ‘Land’. This is representative of
sacrifices to enchantments, sacrifices, or rituals that empower it. So you’d
have a situation where maybe you need to toss 50 Resource on a flame pile to
get the Fertility enchantment you unlocked to work for a few months. Kind of
like in King of Dragon Pass. This also
gives us an easier resolution for a majority of land mishaps, you could just
toss some resources at them to make them go away.
Artifact
still provides items like magic swords, and the like.
Creature
provides creatures. Either wonderous, useful, useless, or dangerous (to your
foes).
The required
sage for Magic Research rule, we’re going to keep. But he’s not going to go
crazy if he fears his tenure anymore and increase a chance for disaster.
The biggest
issue is the Mishap. And the solution to the Mishap is obvious. Previously, you
fed money into Magic and it had a chance of going to one of the three
categories. Now you choose the category, and a mishap, instead of having a base
percentage chance occurs when you decide to try to push.
Pushing Magic is something you can do to
vastly increase the likelihood of a magical breakthrough, at an increasing
chance of a Mishap occurring. In this system, every sage has a stat called ‘Risk
Acceptance’ or RA, representing how cautious or risky they are. When a sage is pushed, twice his Risk
Acceptance chance is added to the success percentage of unlocking a discovery,
however it also means that the pushing
triggers a potential for mishap equivalent to his RA.
Our First
Example Sage is Lactose the Buttermage, he has a 1% RA since he’s pretty
cautious (boring some might say). His king wants to push magical research on land magic. He throws gold at the problem
to the tune of 500gp. Let’s say that’s sufficient for a tier 1 magical land
effect RT and would normally grant a 50% chance of unlocking. By pushing Lactose, the chance is now 52%
(not much of an increase). The DM rolls the percentage, gets a 38, they unlock
a magical land effect. He then rolls a percentage to see if the 1% mishap
triggers, it doesn’t. The pushing was
successful. Lactose is pretty low risk.
Alternatively
our Sage is Antmatt the Fire Ant Speaker, he has a 30% RA because he takes enormous risks for the good of learning. He
gets pushed. His chance for success launches to a stratospheric 110% (50%+60%),
assuring that something is going to
be learned or unlocked. His king rolls for the mishap, gets a 22 on a d100,
triggering a mishap. What they learned is that the fertility of spiders has
vastly improved as they rain from the sky.
This way the
risk is placed on the player’s choices. He can choose to increase his risk to
increase success, and he can also choose to gamble by looking for sages either
more or less willing to take risks. Mishaps don’t occur randomly anymore, they
occur as a consequence of the player taking a measured risk. This I hope will
decrease the ‘magic just screws me’ factor.
Also,
instead of the money disappearing into the ether, 30% of ‘wasted’ monthly magic
funding will end up going into random available RTs of non-magical fields,
representing that while the mage wasn’t able to make a potion that made a man
as strong as steel by mixing some pebbles and chemicals around, it helped out the
kingdom in figuring out how to make concrete.
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