- Location
- The Great Beyond
- Pronouns
- He/She/They
So, as some of you may already be aware given it's in my signature, I've been running a quest called War of Dragons, in my own original setting. Only, trouble is, my attempts at making my own combat system haven't been working. They've all failed at properly representing the setting, and also at being anything I could make a quest update with in a remotely reasonable period of time.
So I've decided to see about getting the help of the forums as a whole on making a suitable system.
So, in case you haven't read the thread (or have and just need a reminder), here's what's distinctive about the setting as far as combat goes (and therefore needs support in the system)
and something that hasn't cropped up in the thread yet, but would need to be covered by the system and it was gonna show up soon anyways...
I wanted to give some descriptions of the kindsa problems I was running into in system design, but I'm a bit wiped laying out the whole thing. Maybe later.
So I've decided to see about getting the help of the forums as a whole on making a suitable system.
So, in case you haven't read the thread (or have and just need a reminder), here's what's distinctive about the setting as far as combat goes (and therefore needs support in the system)
Dragons are largely immortal. Wounds made by anything other than another Dragon can be quickly recovered from without any food or rest, aside from other Dragons they will never be slain no matter how much damage they suffer, and even wounds from other Dragons that fall short of lethal merely require food and perhaps rest to recover from. Dragon names are magical (and to a degree descriptive of their nature), and known on sight by any other Dragon, and Dragons speak and understand all languages besides. While there are generalities, Dragons all have something unique to them, known as a Quirk. A Quirk can be any number of things, of any level of simplicity or complexity, and frequently violate otherwise inviolable rules of the setting. Dragons also come in a dizzying variety of exact shapes and features, although being, well, draconic, is more common than not, and come in three broad sizes, largely skipping intervening size between the three: Small, which is not much larger than a man, Large, the most common, ye staple fantasy Dragon range eg Smaug, and Colossal, which is to say the approximate size of a mountain.
Every Dragon has a Brood of Wyrms, magically created minions loyal to it's will. They may or may not have similar features and abilities to the Dragon, but general come in a consistent design per Dragon, 'Inherit' a lesser version of its' Quirk (exact degree lesser varies), are, themselves, often draconic to some degree or another, and are basically spawned out of the ground in the Dragons' Territory (see next spoiler) at no particular effort, up to a limit defined by how much Territory the Dragon currently holds. Key point here: Dragons fighting always have mooks, and these ones are basically directly psychically linked to them and 100% loyal.
Dragons magically claim Territory for themselves, and are unable to physically leave their Territory (indeed, if they try they either expand their Territory in the process or get injured as if they were pushing against a physical wall). No two Dragons can share Territory, and when one Dragon tries to take another Dragons' Territory, they get into a magical contest over that chunk of the world. Who has the advantage depends on natural ability (some Dragons are better than others at this), level of attention each Dragon can give the fight (a Dragon that is only contesting one spot and doing nothing else will do better than a Dragon splitting its' attention), range from the point (closer is better), and level of injuries (being injured impairs a Dragons' ability to contest Territory). There is no limit to how much Territory a single Dragon can hold per se, and indeed the overwhelming majority ofDragons wish to hold the whole world as their own.
Weaving: Dragons can 'Weave' enchantments anywhere within their Territory, which are essentially hard physical effects but anchored in a sort of other layer of reality: you can't actually break an enchantment by just smashing something, but because they are things like "make object heavier or lighter, make object harder or softer, make object blunter or smoother", and not "make object better", you can break the function of an enchantment through sheer trauma. Dragons can also disenchant the same, even from other Dragons, within their Territory. Their is a limited amount of 'space' to enchant any given object, and so a limit to how enchanted something can be. Some Dragons are better or worse at Weaving than others: a more skilled Weaver breaks enchantments more easily, makes harder to break enchantments, and squeezes more practical value out of enchanting the same object. Weaving, like contesting Territory, is dependent conscious focus and effort: a Dragon carefully enchanting one thing with no other demands for its' attention gets better results (both in terms of quality of the item and difficulty disenchanting) than what it makes on the fly in the middle of heated combat.
A Dragons' Wyrms can also Weave, both enchanting and disenchanting, and use of Wyrms is the only way a Dragon can place enchantments outside its' Territory, although an enchanted object removed from a Dragons' Territory remains just as enchanted. In general, one Wyrm is worse than one Dragon, by and large, but a Dragon has more than one Wyrm, so the collective efforts of Wyrms can make up to a point for a lack of individual quality. Both Dragons and Wyrms dynamically modify enchantments upon themselves on a subconscious level, leading to them moving faster, hitting harder, having weird momentum, and all sorts of other little advantages, as they adjust their traits to fit their immediate needs.
Influence: Dragons passively alter the terrain and lifeforms in their territory towards their themes, creating 'unnatural' evolutionary pressures and warping terrain features to match, as well. They can also apply this intentionally and actively to do such things as create fortifications or twist creatures into their tools. The passive component applies throughout the entirety of a Dragons' Territory, and is best thought of as a sentient helper: It improves, for the Dragons' purposes, the terrain and creatures within the Territory, in accordance to the Dragons' current needs and plans, but without its' awareness and in ways that often exceed its' understanding. The active component is much faster but more focused, requires conscious effort from the Dragon, but will still frequently exceed the Dragons' understanding, eg a Dragon that uses its' Influence to 'cross that river' will get a structurally sound bridge even if it has no understanding of architecture or physics.
A Dragons' Wyrms can also Weave, both enchanting and disenchanting, and use of Wyrms is the only way a Dragon can place enchantments outside its' Territory, although an enchanted object removed from a Dragons' Territory remains just as enchanted. In general, one Wyrm is worse than one Dragon, by and large, but a Dragon has more than one Wyrm, so the collective efforts of Wyrms can make up to a point for a lack of individual quality. Both Dragons and Wyrms dynamically modify enchantments upon themselves on a subconscious level, leading to them moving faster, hitting harder, having weird momentum, and all sorts of other little advantages, as they adjust their traits to fit their immediate needs.
Influence: Dragons passively alter the terrain and lifeforms in their territory towards their themes, creating 'unnatural' evolutionary pressures and warping terrain features to match, as well. They can also apply this intentionally and actively to do such things as create fortifications or twist creatures into their tools. The passive component applies throughout the entirety of a Dragons' Territory, and is best thought of as a sentient helper: It improves, for the Dragons' purposes, the terrain and creatures within the Territory, in accordance to the Dragons' current needs and plans, but without its' awareness and in ways that often exceed its' understanding. The active component is much faster but more focused, requires conscious effort from the Dragon, but will still frequently exceed the Dragons' understanding, eg a Dragon that uses its' Influence to 'cross that river' will get a structurally sound bridge even if it has no understanding of architecture or physics.
and something that hasn't cropped up in the thread yet, but would need to be covered by the system and it was gonna show up soon anyways...
Sorcery is a learnable brand of magic that revolves around unseen forces, and is intimately tied to sleep and dreams. Dragons and Wyrms can't do it, barring quirks, in part because they don't sleep. It can do all kinds of things like telekinetic type effects, teleportation, magical farseeing, and a bunch of other things besides.
I wanted to give some descriptions of the kindsa problems I was running into in system design, but I'm a bit wiped laying out the whole thing. Maybe later.