Hi all
In the game I am designing (which is a dark adventure rpg like type of board game) there is three types of magic in the game.
One of the types if runic magic and I am working on a mechanic for it and I'd appreciate any new ideas or advice concerning it.
The idea I have for it currently is that the player first has to learn the runic magic skill in order to use it. Once they've learned the basic skill they then can collection runestone cards through various means like quests, enemies, etc...When you decide to invoke the runes as an action you draw from a bag that contains counters representing the runes. Depending on what you draw the effect would be different. Each runestone card has a generic and advanced effect. The generic effect you could choose to use regardless of what you draw from the bag; the advanced effect can only be used if you draw that exact rune from the bag.
Does anyone have any alternative ideas on how I could implement this in the game or improve the basic mechanic I've described here?
Runic magic mechanic
Though thematic, it seems like a lot of overhead for what basically is a random chance of extra success. Now if you could pull and retain runes, then play them from your collection the player would have some motivation to learn new skills to match those they have. That makes a fun decision: develop skills for what I have or follow my plan independent of those.
If the game allows for more than one runic mage, that can also make options complicated.
One of the types if runic magic and I am working on a mechanic for it and I'd appreciate any new ideas or advice concerning it.
Sounds to me like maybe you should *streamline* your vision...! I think the Rune Magic idea is interesting... Perhaps that should be the ONLY magic in the game... This way if you develop an interesting mechanic for it, it will serve through out the game not just for *some* cases.
Obviously the more runes you put the harder it will be to get the right match. So here is my SUGGESTION:
1. Divide RUNES into Colours (Blue, Red, Green, etc.)
2. Instead of having to draw a SPECIFIC rune, allow for colour matches instead.
What this will allow is for your to create a VARIETY of Runes and still have a matching mechanic that is simple and gives BETTER ODDS than exact rune matching!
You can also have a bunch of Rune Spells that you can create AND what you can do is for an EXACT match, you give some kind bonus... That varies according to the spell. So if it's a colour match, you do 5 damage. If it's an exact match, you do 8 damage! Something along those lines...
Note: You could also have *partial* matches with colour and exact such that an EXACT match does +1 extra damage. So if you have three (3) runes to a spell, an exact match would be like +3 damage!
How about a deck of Rune Cards, when invoking the runes draw so many cards from the deck and spend these against the cost on the spell card. Maybe could be possible to increase the size of the hand you draw from this deck to increase chance of finding the exact card for the advanced effect.
Ok so this is fun. I just learned Hebrew ( the basic basic basics) and it's an ancient language some say is magical.
I think for a game, I want to be able to "Learn" runes and "Get" spells. So maybe I can draw a rune from the bag once a turn or so, or a can buy the opportunity (I'm not sure what you are set up for) and then if i get a card, instead of drawing right there for one rune that either matches or not, I compare it to my collection (I envision the cards have multiple runes on them, like a word) If I don't get it I can play a partial spell (weak) or I can wait until I have enough runes for the real thing
This to me would make me feel more like an ancient mage trying to tap into a power that is partially beyond my understanding
Ah, nevermind , I think I know what you mean now with regard to having multiple runes for a spell. So it's not the rune itself that is a spell, but rather you have a spell card that shows what colours and/or runes you need to draw from the bag to get the generic, basic, or advanced effect.
Yes it would be difficult to *write down* the spell on a *rune*. They are like chits/shards. Having a spell card would be the most reasonable solution.
You could alternatively have a *table* in your rulebook... But that's not as flexible as *new* cards = new spells.
Since you have three (3) different types of "Magic" (Faith, Magic and Runes), you could maybe design the SAME spells (common spells) which can be cast by ALL three (3) of the "Magic" and more RARE ones that only work for one kind. Uncommon spells could have like two (2) of the "Magic"...
Using this you can have common spells that everyone can use, uncommon spells that certain players can use and then rare spells that only a specific player can use...
What I meant by a *specific player* meant a player who is of that faction. So maybe you have a common spell which is like "Holy waters" - heals 2 health points, could be cast by all factions . And then your Faith factions could have something like "Angelic Blessing" - heals 6 health points... Something like that.
Again just some ideas... I too am *loosely* working on a CCG (that I do NOT plan to produce)... I just want to develop it as material that I may re-use at a later time. Keeps me thinking while I'm waiting for my next prototype correction arrive - so I can playtest some more...!
I will respond to everyone's posts more in depth later, but for now I just want to clarify one thing before anyone else posts:
I don't want Rune magic to be the only magic in the game. It's very important to the plot of the game (detailed in my other posts in the forums here) for it not to be because there are 5 covenants/alignments in the game.
There are three forms of magic in my game: Faith, Magic, and Runic.
In brief the way they work
1. Faith requires a check on 2d6 versus a target number in order to cast. It uses no mp.
2. Magic works in the standard way and is a generic form of magic that uses mp to cast.
3. Runic is what this post is about.