[Torg] Points-based

Benjamin Grant benn at 4efix.com
Mon Dec 17 09:23:33 EST 2007


Actually, I have always found the plethora of systems to be a feature, not a
flaw.  For example, not only have I used the systems for magic, miracles,
and supers found in the books, for new cosms I have invented several new
systems of magic/miracles/supers as well. I think it enhances the cosm
distinctiveness if different magical cosms (for example) accomplish magic in
different ways.  Off the top of my head, four systems of magic I have used
in games included Aylish and Orrorshian, and two other systems: one in which
the basic D&D spel lists were used, and each spell had a point cost to cast
whereas spellcasters had a certain number of spellpoints for that purpose;
and another far different system wherein there was a language of magic (for
which I used Esperanto) and the mage was given a spell written in this
language.  Over time, the player mage was able to look at the various spell
he had learned, and start experimenting with altering them.  His spell
casting and spell design rolls aided and guided him in those endeavors.

Also, when considering a unified system to cover all these matters, I also
think it's important that even if all magic across the cosms works a certain
way, and all miracles works a certain way, that two different kinds of power
work very differently.

For example, magic and miracles should never feel like they are essentially
the same, just with two different spell lists.  This is a major flaw of D&D.
In my opinion, magic should feel versatile, and based on the idea that the
more you increase your arcane understanding, the more you can do.  Miracles
on the other hand come from some greater power - and this greater power need
to be respected or worshipped, and one needs to act in accordance with their
wishes, or else be deemed at least temporarily unworthy.  Miracles also
should be far fewer than spells, but more powerful.  SO where a mage may
have a few dozen spells and the ability to improvise and design new ones,
the priest or druid has access to less than a dozen effects, but those
effects are fairly potentially massive and total, not to mention always have
the option to try for a direct invocation.  Also, the mage usually risks
everytime he uses his magic - backlash for example.  If the priest is a good
follower, his risk in using the miracle is minimal.  On the other hand, the
mage does not have to conform his behavior to any outside code.  Finally,
while the mage is always trying to deepen his understanding, the priest is
trying to sell to the masses and convert.

You *could* use a simple Heroes-ish system, and add in all of the above,
even as flavor text, but I believe that System Does Matter, and if the above
can be systemized to incentivize the above behaviors and limits, than magic
and miracles will feel completely different because they are.

My $.02

For what it's worth, I have played Champions, and did enjoy it, but Torg is
much more hassle free IMO.

-Benn Grant

>-----Original Message-----
>From: torg-bounces at justintimeadventures.com [mailto:torg-
>bounces at justintimeadventures.com] On Behalf Of Phil Dack
>Sent: Monday, December 17, 2007 8:15 AM
>To: torg at roadkill.com
>Subject: [Torg] Points-based
>
>One of my issues with Torg in the long term was the many
>different systems for resolving special effects - magic (at
>least 2 systems), pulp powers, pulp gadgets, psionics, occult,
>miracles, cybernetics (2 systems) - and so on.
>
>I also found it extremely difficult to balance beginning
>characters, particularly when moving beyond templates to
>allowing players to design their own characters.
>
>I've always felt, for these reasons, that Torg would probably
>benefit from some points-based underpinning like GURPS or Hero
>System (or M&M for that matter). Has anyone in their personal
>house-ruleage ever had a look at this, and come up with some
>ways of making comparison? If not, I'm inclined to use the Hero
>system because of the relatively generic nature of its power
>generation system to come up with equivalent values (the chief
>difficulty being that Torg's scale is more logathithmic than
>Hero, so a +1 is of decidely variable impact)
>
>cheers,
>Phil
>
>
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