I may have finally discovered how I want magic to be in Fate Be Damned!
For the past several weeks I've been working on Techniques and Perks, two of the three kinds of "abilities" in the game. Techniques are weapon abilities that are used primarily if not exclusively in combat. Perks are general skill abilities that find their use across most all aspects of the game. Spells are the third kind of ability, which are, as you might expect, tied to magic skills and vary wildly in use.
My problem with the magic system up until this point was that it felt like it was from an entirely different game than mine. It was like if you had a chocolate cupcake, with nice vanilla icing and sprinkles, and on the top, was a cherry tomato. It feels like it almost fits, but something's off.
And then it hit me, its because the magic system doesn't interact with the game in the same way as the other abilities. It's its own separate beast. Anybody who will participate in the playtest will notice that magic in Fate Be Damned is very similar to D&D, and that's because it is a massive holdover from years ago in FBD's history (I won't go into the whole thing cause I don't wanna keep on a long tangent).
So I came at it from the perspective of: "Imagine the game doesn't have a magic system. How would I incorporate one?" And I came up with the following
(Standard) magic is elemental in nature, fire, water, air, and earth. But these elements are kind of broad in their definitions. So fire magic is just as much about the fire of passion as it is about literal actual "my eyes are melting" fire.
Spells can be either active or passive (or maybe even both depending on their description). So an earth spell can be "active", allowing you to summon a pillar of jagged stone. Or it can be "passive", allowing you to remain stoic in the face of pain.
Spells are not gained by reading books or studying under masters (not directly at least). Instead, like other abilities in the game, they are gained at certain levels in their corresponding skills. So at let's say Level 6 in Fire Magic, you consult the spell list for Fire Magic, pick a spell you meet the requirements of, and bam, you know it. Which leads me to:
You do not need to "prepare" spells. All spells you've learned are at your disposal at all times. So you have access to the full suite.
Instead of spells costing spell slots or "Essence", they increase your "Havoc" which is a measure of the turmoil within your own soul, turmoil that magic creates. Unsure so far how you'd "vent" it, but I'm thinking you either do a downtime action, or spend health/stamina.
Now, currently, this magic system is just a list of bullet points, and not anything concrete. Anybody who participates in the playtest for Fate Be Damned V3 will not be using this system, and instead will be using the system I want to replace. But that's mainly because there are so many other things I want to playtest, and I've already added so much dev time to V3 that I do not want to delay it further.
But until then, stay posted.
















