Talk:Magic

From 1d4chan

Do we really need the examples of magic in individual games? Detailed descriptions should be on the page for the system in question, I feel. --87.194.31.223 14:38, 3 November 2010 (UTC)

Individual games, no. I'd expect to see here broad systems that are re-used across many games, then a list of the games that use each broad system as examples. I.E.
  • Vancian Magic: aka fire-and-forget. Each magical effect is prepared and loaded up, launched, and then needs to be re-prepared again. Examples: Dungeons & Dragons (before 4e), Amber Diceless Role-Playing.
  • Mana Pools / Magic Points: the spellcaster can launch any known effect by depleting a resource equivalent to the effect the magic would have on the scene. The resource is usually called "power points" or "mana," but sometimes it's shared with another resource attribute such as "fatigue" or "hit-points". Examples: Dungeons & Dragons psionics, GURPS, Palladium Games, Ironclaw.
  • etc etc etc.
--NotBrandX 19:20, 3 November 2010 (UTC)

Jan 19 edit[edit]

"Magic is a term that encompasses mystical energies inherent in many game worlds. These allow a person who learns how to use this energy to create fantastic, supernatural effects."

Mystical energies? Only in some games. Magic can also be invocation, or divination, or technology beyond mortal ken, or or or.... Sure, the original text was verbose, but don't confuse "limiting to one definition" with "making it more succinct." --NotBrandX 04:38, 21 January 2011 (UTC)