30.9.21

Magic Systems for CraftWork and Beyond

CraftWork is intended to be flexible and systems adjacent. This means that some hacking and adjustment will be needed to make it fit the way you want at your table.

Levels are a part of CraftWork, but they are also easily extracted in order to fit a levelless system such as Wonder and Wickedness or Knave. Levels make it super easy to adapt to 5e or OSE, since spell levels are baked into those magic systems.

However, for 5e you would need to convert casts into slots. You could do this per level, or you could just continue using the charts in the player's manual per level of MageCraft, ignoring the CraftWork notion of casts altogether. 

Some folks have asked, 'what about warlocks or what about specific schools of magic from 5e?' Within CraftWork, and at your table, just bake in one or two special rules to carve out space for these kinds of visions. Perhaps a character has more flexibility in casting closer to the Edge then is specified; that gets them closer to a 5e warlock. Whatever Being they have a pact with grants them an additional spell or ability, or a unique one. A Wizard accepted to the School of Evocation automatically gains the Sculpt Spell skill and a bonus to their fireballs or ice bolts.

You are folding things in, layering in specificity as it relates to the world that is growing at your table. Your game does not look like someone else's game, and your magic is your own.

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