So, this post has been a long time coming. Indeed, whether you're a player, GM, or rules tinkerer, the magic system of Stormbringer is arguably the most daunting element of the game.
I've rewritten the post a few times, and upon reviewing my previous posts, I see that I have been going about it all wrong.
I had started statting things out, listing attribute rolls, etc. This temptation is strong in older games. I fell into this trap in my previous Encumbrance and Social Status posts.
But it doesn't work for Stormbringer. What does work is the quirky narrative rules that subvert the mechanics, just as Chaos subverts the mundane reality of mortals. The rules for Elementals and Lords of Law and Chaos are exactly this - neat narrative conceits that laugh at skill rolls and attribute levels.
Let's try and work this out with Demon Magic.
First, here is what was salvageable from my initial attempts:
1) Adding The Sorcery Skill
In 1st edition, there is surprisingly no Sorcery skill. Considering that BRP’s fallback response to any new situation is “Make a skill,” this is a weird oversight.
In this case, I propose using a Sorcery skill, starting at INT x 3%. Since a sorcerer must have a minimum INT of 16, the minimum starting skill would be 48%, which is close to the starting percentage of 50% for summoning most demons and elementals.
Here is a description in the form of other skills from Stormbringer 1E, but with details taken from the Requisites of Magic [5.2.1] section:
Sorcery (INT) - This is the skill of knowing the requisites of magic, as well as performing them to get a desired result, usually summoning of a demon or casting of a spell. It includes knowledge of certain words of power, chants, runes, circles or symbols, herbs, or minor sacrifices needed when employing the principles of magic. It also gives basic knowledge of decorum when dealing with supernatural entities, as well as the chance of successfully dealing with them, and the consequences of failure.
That about covers all the basics, I think. It is only rolled when summoning entities such as elementals, demons, beast or planar lords, and otherwise just provides sorcerous knowledge from GM to player without necessitating a roll.
This one summoning roll replaces all the myriad percentages given in 5.3.1 [Sorcerous Abilities]. Note that sorcerors can only attempt to summon an entity allowed by their rank, ie elementals at First Rank, demons at Second, Elemental Rulers at Third, Beast Lords at Fourth, and Lords of the Higher Worlds (ie Law and Chaos) at Fifth. Summonings are also limited by their social status as I have outlined, ie only Melnibonean imperials can summon Lords of Chaos or Law, etc. More is given on this later.
2) Controlling Demons [5.6.1]
Forget all the arbitrary CHA or INT x 5% nonsense rolls, use Persuade instead. Why make a skill if you aren't going to use it? Sorcerors SHOULD become silver-tongued devils from their experience with demons.
3) Streamlining POW Increase (and Decrease)
The chance of increasing POW when binding demons has always been an incentive for sorcerers, but the wonky D4-1 roll to determine this makes no sense. Instead, when you bind a demon of equal or greater POW to the sorcerer, this is how POW gain (or loss) is resolved.
POW vs POW Roll Result Effect
Critical success (ie 1/10 of chance) Gain 1 POW
Normal success or failure No change in POW
Fumble (ie roll of 99-00) Lose 1 POW
This rule is simpler and a greater incentive to summon and bind demons of greater POW than oneself. One may argue that this allows too much accumulation of POW, but since even mortals will soon outstrip the 3D8 POW of most demons, increasing POW is limited and thus not overpowered in the least.
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