With this article, I’m starting a new way to organize content on the site. This is the first in my new Dweomercraft series which is where I’ll write about the development of the (redesigned) magic system for ARPS.
Recently, I’ve talked about how we’re jiggering the costs of performing magic in ARPS. I’ve been a touch brief on the topic in recent postings, so let me fill you in on how the system used to work and the whats and whys about the changes.
Each magical “thing” you can do in the game is expressed as a “generic” dweomer which can be worked and cast in the game in a variety of forms (commonly as a spell, rune, talisman, artifice, formula, gift, or talent) depending on the character’s skills and other traits. Each dweomer has a specific Difficulty (in ARPS parlance, a Diff; basically, a target number for a check) which represents its overall difficulty. Modifications can be made to the dweomer expressed as a modification to its Diff. Under the current rules, the time requirement to work a dweomer and the cost to cast the dweomer is based on the Diff and the character’s skill level, in fact, Diff – Level. For example, if a character with a skill level of 10 casts a Diff 20 Simple dweomer as a spell it’d cost him (20 – 10) 10 points of drain and take 10 TAPs (as it takes 1 TAP, a unit of time in combat, per point of cost for a Simple spell). The idea being that the time requirement and costs would go down as the character gained more skill. (There’s obviously a lot more going on in the background, but the bulk of our magic problems are combat-oriented, so we don’t need to deal with all of the concepts to understand the current problems.)
A problem with this system is that in combat, a character gains a number of Tactical Action Points (TAPs) per round of combat based on his initiative roll. These TAPs are spent to perform various actions. As the character gains in combat ability, he gains more TAPs to spend, effectively making him faster in a fixed 15 second combat round. Thus, combat mages are double-dipping in time since they’d both receive more TAPs to spend and take less time to cast their spells. For example, a starting mage with a Combat Sense (the skill used for initiative) of level 8 might have 20 TAPs for a given round. A mage with some experience with a Combat Sense of 12 would average 24 TAPs or so. In the meantime, a Diff 20 dweomer would drop from 12 TAPs to 8 TAPs.
The crux of the problem was that combat mages were acting too quickly. As time went on, they were casting multiple dweomers at dagger and sword speed. In recent games, mages started taking over combat and stealing the thunder from the fighters (despite limited resources to spend to cast magic). After looking at that piece of the problem, we determined that mages needed to act at a speed more akin to a bow than a sword or dagger. This was a reasonable shift since players of archers didn’t tend to have a problem with their attack speeds.
Another ongoing problem was that, under the current model, the costs of performing magic crept quickly toward being too low to be reasonable. Mages started taking over every aspect of play, especially if there were multiple mages in a party. One of the problem was that players could game the system a bit. Though there are soft limits in place for mages, a player could, by doing the right math, know exactly how much he could pull off in a given situation. Magic was thus not only too cheap but also allowed a player to take no risk.
A tenet of ARPS is a certain amount of “gritty cinema” which allows characters to do a number of fantastic and cinematic things, but with certain limitations which, if pushed, could have negative side-effects for the character. Magic failed to meet this requirement, primarily because of the ability to game the system.
I’ve alluded to this in a few previous posts, but we did some thinking and some play-testing, and we decided to take away some of the ability to game the system. First, we decided that the time requirements for combat magic should be fixed, regardless of modification (the time requirement is based on the dweomer’s degree (roughly equivalent to a spell level in D&D) and the form of the magic). This prevents the time double-dipping problem. Second, we decided that the costs to cast magic should be based purely on the player’s roll to cast rather than on a fixed calculation at the current level. Thus, we added risk to the system since the player can’t accurately predict his final costs. Now, the player’s total roll (the result of adding his level to his die roll) is compared against the dweomer’s Diff to determine a cost differential (this mechanic is used elsewhere in the system, but I have yet to give it a name…this is a new idea to name it) and that differential is subtracted from the dweomer’s Diff which also serves as its base cost. This seems a touch complicated, but in testing, it’s turned out to be faster than expected. Let me give you an example:
A character with level 10 in his magical skill is casting a Diff 20 dweomer (a Simple spell, as above, to avoid confusion). He rolls his dice and rolls a 15 giving him a total roll of (15 + 10) 25. He beat the Diff by 5, reducing the cost (the dweomer’s Diff) of 20 by 5 to 15. (For those who work quickly through potential mechanics, there’s a minimum cost of 1 here.)
This, in combination with some of our other changes (see posts on magical schools and changing how magic is organized) has really helped to smooth out the power of magic and help spread the power to the higher skill levels. So far in testing, we’ve been utterly thrilled by how this is working. And, last night, we finally were able to use the new system to give us a good guideline of how to adjust the Diffs of the various dweomers (our ongoing dweomer review) to the appropriate skill level.
Next Time on Dweomercraft: The Makings of a Mage: Looking at how we’re changing the way characters become mages and what this means to the system.

It’s been a while since I GMed a game (reasons mentioned before, but really, it was burnout), but I finally got back into the GM’s chair this past Tuesday night. I managed to build a reasonably campaign-length plot, worked up maps of the local village and various local players, worked through character backgrounds and profiles, and was pretty much set and ready to go. Possibly with the most preparation I’ve done in a long while (and I plan more as this progresses).

