Sagatafl FAQ
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About Sagatafl
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What is Sagatafl
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Confusions about and criticisms of Sagatafl
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Seemingly extreme claims
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Sagatafl and other systems
Memetic roots
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Q: In which way is Sagatafl related to Quest FRP, by Mike Greenholdt, Gene Masters and Todd Richmond?
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Q: In which way is Sagatafl related to GURPS, the Generic Universal RolePlaying System by Steve Jackson?
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Q: In which way is Sagatafl related to Ars Magica?
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Q: In which way is Sagatafl related to Hero System?
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Q: In which way is Sagatafl related to Dungeons & Dragons?
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Q: Which other RPG rules systems have been an inspiration for creating Sagatafl?
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Omnia
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Q: What is the relationship between Sagatafl and Omnia?
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Q: Is Omnia legal, or is it a rights violation?
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Q: In which ways does Omnia differ from Sagatafl?
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The magic systems
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Q: The jargon pertaining to magic items is confusing. Sometimes it's called Enchanting, other times Endowing. What's going on?
A: This pertains specifically to permanent magical items. An Enchantment is a magical property of an item, usually permanent or else lasting for a fairly long time. Endowing is a learnable method of putting Enchantments into items, but there are other ways to put Enchantments into items than Endowing. One can use the term Enchanting about any process of rendering an item permanently (or semi-permanently) magical, but from a game-mechanical point of view, one must always know the method used, which can be Endowing or can be something else.
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Q: Spellcasting seems like it would be slow, with all those rolls to accumulate Progress. Is it really playable?
A: It was a concern of the chief designer initially, that peraps the Progress amount required to cast Spells were too high, not necessarily for 1st Level Spells (which require 2 points of Progress) but possibly the Progress progression escalated too rapidly (doubling every Spell Level). However, extensive analysis, in the form of literally millions of computer-generated dice rolls, showed that as long as the caster's Realm Skill level is reasonable relative to the Roll Diffculty of the Spellcasting attempt (keeping in mind that almost all Spellcasting is aided by a Focus item which lowers the RD), a Spell can usually be completed in a number of cycles that does not exceed its Spell Level by much. For instance casting a 5th Level Spell, a very powerful and thus dramatic magical endavour, will almost always be completed in 6-8 cycles.
More desperate casting attempts, where the RD is higher relative to the caster's Realm Skill level, create a process where the caster frequently gets a Minor Fumble and thus loses his Progress and must start over. That's a precarious process, because with the higher RD the risk of all kinds of Fumbles is much higher, including Abortive Fumbles (F-3 and worse), and the general advice to spellcaster characters is to not attempt these castings except in circumstnaces of dire need. Which, not incidentally, is the outcome that was desired from the get go, since the primary brake on Spellcasting is the character's fear of Fumbling.
Spell attacks, primarily the various Bolt Spells, Fire Bolt I, Fire Bolt II, Lighting Bolts and Ice Bolts, will also be attempted balanced in such a way that their Range Increment and damage output is reasonable in light of the fact that they take an average of several Rounds to cast each (and several more rounds for the Grade II versions) but can be cast many times before the caster runs out of Spell Energy Points. In short, they must be better than bows and similar weapons, although part of that benefit should reside in the psychological simulation performed by the GM (with some aid of various rules), in that attack Spells are intrinsically scarier than being attacked by mundane weapons.
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Q: Where are the rules for creating non-permanent magic items, such as potions and scrolls?
A: Such ruless have proven difficult to create. The nice thing about the Essence system for permanent magic (including but not limited to permanent items) is that it acts as a "brake" on the entire world, not just on those very few world denizens who are player characters.
It has so far not been possible to device a functional rules shape that produce a brake effect acting upon NPCs as well as on PCs. One can of course disregard that problem, and just propose a couple of Skills called something like Potion Brewing and Scroll Scribing, and simple rules for how they are used, and for what they can produce, but that is not a priority at all, since such items are largely undesirable in the Ärth setting, as NPCs would realistically mass-produce and stockpile them (as should PCs) which would serve to thoroughly de-medievalize the setting.
One simple model for both potions and scrolls is to take inspiration from Quest FRP v2.1, where scrolls simply reproduce Spells, and where potions reproduce only those Spells that have an internal effect, so that e.g. one cannot have a Potion of Fire Bolt II.
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