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  1. @juergen_hubert
    This is an idea I kind of dig from a roleplaying game perspective:

    The idea that, even in a society where day-to-day living is pretty mundane, there will be folks who have a trick or folk charm or magical item at their disposal.

    Not that the world is chock-a-block with flying carpets and flaming swords. More that you can never be sure even the lowliest peasant wasn't gifted an amulet of spell turning from some ancestor or kindly witch they helped out.

    #TTRPG #RPGMagic

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    bit.ly/3vegXz4

  3. @kjdavies @Da_Gut
    I had something vaguely along the same lines I'd pointed out before, for 5E/OSR-ish games. But trying to minimize the number of die rolls, I tied the outcome to just a single d20 roll:
    docs.google.com/document/d/1vd

    #TTRPG #RPGMagic

  4. @Jackgiantkiller
    I did something a little similar with the KROP system. Most rules were cobbled OSR style. But the magic system had you rolling proficiency checks against 10+Spell level.

    The result determined how many consequences you took:
    * Crit. Success: no consequence
    * Regular success: caster choose 1 consequence
    * Regular failure: caster choose 2 consequences
    * Crit fail: Caster choose 1 consequence to avoid. GM choose any others that happen.

    drive.google.com/drive/folders

    #TTRPG #RPGMagic

  5. @LeviKornelsen
    Not exactly, but sort of along these lines:

    The Autocrat & The Secret Regulations of Desire

    [ a.k.a. "Why We Can Have Nice Wish Spells" ]

    fantasyheartbreak.blogspot.com
    #TTRPG #RPGMagic #RPGSettings

  6. @mtblack
    Intend next to try a system where characters gain casting dice (like d6 or d8) per level. Rolling one or more dice die expends them. The total rolled on the dice indicates the power drawn (spell levels + metamagic can cast).

    If the spell repairs something or creates an enduring effect (more than a few minutes) then the die is "Burned" and inaccessible until a long rest. Otherwise the die is merely "Expended" until a short rest.
    #TTRPG #RPGMagic

  7. @mtblack
    I tried casting check with a DC determined by spell level:
    Crit Success: spell goes off perfect
    Success: choose one consequence from a list
    Fail: choose two consequences
    Crit fail: choose one consequence you don't get. GM chooses the rest.

    Worked okay from my point of view.
    #TTRPG #RPGMagic

  8. @shannonmcmaster Other folks have added a lot of good thoughts here.

    To build on them and generalize though:

    Magic becoming normal-seeming as players get used to it seems almost unavoidable. Unless, maybe, the magic is mostly outside their control and does not take the form of standard items/effects.
    1/x

    #TTRPG #RPGMagic #DnD #OSR #SenseOfWonder