|

An Analysis Of Character Creation In Magic Horizons.
Character creation in Magic Horizons boils down to how you as a
player have arranged your character's picks when you defined your character at
the start of the game. What follows is a discussion of the four basic ways that
picks can be arranged when you create your character. With the various
iterations of Branches, there are 65 distinct character classes in Magic
Horizons, and each class can specialize in different skills, resulting in a
diversity of characters far beyond what one would expect from such a simple
rules set.
The four basic iterations on character creation are three picks in one
branch (3:1), two picks in each of two branches (2:2), 2 picks in one branch,
and one pick in each of two others (2:1:1), and one pick in each of four
branches (1:1:1:1)
- 3:1 Characters
- 2:2 Characters
- 2:1:1 Characters
- 1:1:1:1 Characters
- Free Picks
- Utility Picks
- A Note On Character Advancement
3:1 Characters
Characters with a 3:1 pick split are specialists. This seems self evident,
but it bears mentioning. Characters with three picks devoted to one branch can
very quickly master one spell list, while having a decent number of spell
points, or accumulate incredible damage bonuses with a weapon skill. A three
pick character oriented towards Craft or Clandestine skills can quite reasonably
max out their primary skill by the time they reach 9th or 10th level.
One of the drawbacks of being a 3:1 character is that the character can
quickly become so narrowly defined that adding new capabilities is almost
impossible. For example, it's very easy to focus on being the best swordsman in
the game, or the best armorsmith, or the best at disarming traps. Once you've
reached that goal, what do you do then?
Characters who take three picks in a Philosophic branch are likely to run
out of picks that their branch can support very quickly. Mages, by way of
comparison, can always tackle another spell list, or learn some Enchanting or
Alchemy. The Craft branch also hits a similar wall, although cross-crafting
into other crafts is always useful. The Martial Branch, with it's abnormally
high ceilings on weapons skills effectively has no upper limit. A three-pick
Martial character is effectively the only way a character can "specialize"
in Weapons Mastery.
Care should be taken with the 1 pick in a 3:1 split to provide as much
breadth and capability as is possible with very low level abilities. Using a
Philosophic list is often a good way to go, to gain additional capabilities.
Clandestine branch has a number of skills that work well at low levels. The
Tinker skill from the Craft Branch also works well, as does having a Mundane
Craft skill.
Take the 3:1 split if you want to define your character
as being exceedingly good at something.
One of the two ways to make an effective Enchanter is to take three Mage
picks and one Craft pick, spending two Mage picks on Enchanting, the third on
spell points, and the Craft pick in the craft skill prerequisite for Enchanting.
Most of the producer (in-town) characters are built as 3:1 splits, and the
three nonhuman races in the rulebook each encourage a different sort of 3:1
split.
Another use of the 3:1 split is to minimize a race's weak points. For
example, a character playing an elven warrior with three martial picks and one
mage or philosophic pick, can still have a decent number of hit points, and can
sustain themselves on fewer picks in Mystic Arts to power their spells.
Likewise, a hum-orc going with three mage picks and one martial pick can be a
very durable mage.
Take the 3:1 split if you want to define your character as being exceedingly
good at something.
2:2 Characters
A truism of Magic Horizons is that in order to gain a minimum
level of competence in a Branch, you need 2 picks in it. The 2:2 character
allows you to build a balanced character, and in some ways, the 2:2 character is
the archetypal character of the game.
Because Mystic Arts is Mystic Arts, and spell points are spell points, one
of the finer points of character creation prohibits taking four picks in
spellcasting branches. A related issue is whether or not you want to make a
character with 2 picks in Mage picks, 2 picks in Philosophic picks, or 1 pick in
each.
Doing a 2:2 split, with two picks in the same spellcasting Branch (Mage or
Philosophic) allows your character to get to high level spells in a reasonable
amount of time, at the expense of spell points. The trade-off is that you lose
some flexibility as your character grows.
In general, take the 2:2 split if it's important to you that your character
be competent in two things. It may be the best choice if you want your
character to be a fighting thief or a fighting spellcaster with hard hitting
spells.
The 2:2 character is the archetypal character of the
game.
2:1:1 Characters
The 2:1:1 split allows your character to be good at something, and have two
choices for complementary abilities at lower levels. The 2:1:1 split is perhaps
the best spellcasting split in the game, if you're willing to go for breadth
rather than depth.
For the fighting spellcaster, taking two martial, one mage and one
philosophic pick allows a selection from all 5 spell lists, plus the Logic and
Discourse list of a related philosophy. The drawback to this is that you won't
advance in any of those lists quickly. Because Mystic Arts is Mystic Arts,
regardless of whether or not it's taken as a Philosophic or Mage pick,
alternating which pick goes into spell points can yield a spell caster with a
spell for every occasion. The biggest drawback may lie in trying to keep track
of your incants.
For the second-rank spell caster, taking two mage, one philosophic and one
martial can allow you to power up your mage list with your philosophy pick,
then, when you've got your spells up to the level you want them at, advance in
your philosophic list, using one of your mage picks for spell points.
If doing a multiple-Branch spellcaster, make sure to take spell lists that
complement one another well. Spells that are duplicated across multiple lists
are effectively wasted picks. (Matter complements all of the Philosophic lists
except Creation. Life complements all the Philosophic lists except Light and
Nature. Energy compliments the Nature, Creation and Death lists. Void and
Spirit are complementary to all of the Philosophic lists.)
Swapping out the Martial pick for a Craft pick can yield an effective
Enchanter, Alchemist or Scrollcrafter. (For production crafters, the
Philosophic pick is almost always Creation.)
The 2:1:1 split is perhaps the best spellcasting split
in the game, if you're willing to go for breadth rather than depth.
Taking a character with 2 Clandestine, one Mage and one Martial pick can be
quite useful for a player with patience. The mage picks go into Rank 1
Enchantment and Alchemy at 2nd level, 1 pick into spell points at 3rd level.
The 4th level free pick goes into Chemist. The 4th level Mage pick goes into
Rank 2 Enchanter, the 5th level Mage pick goes into Rank 3 Enchanter, the 6th
level Mage pick goes into Rank 2 Alchemist, and the 7th level Mage pick goes
into Rank 3 Alchemist. This allows a Clandestine oriented character to gain the
ability to detect magic, and to identify nearly every magic item in the game in
the field. At Rank 8, the character can start learning a spell list; the Spirit
and Matter lists both have much to commend them to a wizardly thief. (The free
picks will almost certainly go into spell points.) This same pattern can also
be used for a character with 2 Martial picks, one Clandestine pick and one Mage
pick.
1:1:1:1 Characters
While in theory it's possible to make a character with a 1:1:1:1 split, this
sort of character will be almost completely ineffective until they reach 8th or
9th level. Because of the time frame involved in getting to these levels, this
sort of character is not encouraged.
The 1:1:1:1 split character is not encouraged.
If you really want to play a true dillettante, probably the best combination
is to take one Philosophic and one Mage pick, use one to provide the other with
spell points, and use the other two picks as you see fit between the other
three Branches.
Free Picks
For most characters, every 4th level provides a free pick. Free picks are,
in some ways, the most important picks your character gets, as they can go out
of the normal constraints of your picks. Some general rules about free picks:
- Free picks should never be spent on Utility skills. It's always
better to spend a standard pick on a Utility skill than to spend a free pick on
one.
- If you normally gain two picks per level (or more) in a given Branch, don't
spend a free pick on a skill in that Branch.
- Free picks should be spent on abilities that can benefit your character at
very low Ranks. Spycraft and Sneak Attack are obvious choices, as is Physician,
or Tinker to a lesser extent. The first ranks of Chemist, Alchemist and
Enchanting all allow a character to learn things about their environment that
would otherwise be hidden.
- Both Alchemy and Enchanting require a rank in a production Craft skill
equal to half of the rank in Alchemy and Enchanting as a prerequisite. If you
only care to go to Rank 3 in those skills, a free pick spent on Chemist can open
the door to a lot of abilities for you. See the notes above on a 2:1:1
character.
- If your character only has one pick per level in a spellcasting Branch,
free picks are probably best spent on spell points.
- If your character has access to a ready supply of external spell points
(such as from a magic item, or from additional levels of maintenance), it is
perfectly reasonable to spend free picks on spells from various spell lists,
even if they normally don't have access to spellcasting branches. A number of
low-level spells are quite effective for their spell point costs.
- If your character has picks from only one spellcasting Branch, taking a
few spells from the other Branch via free picks is almost a no-brainer.
Free picks should never be spent on
Utility skills.
Utility Picks
Utility picks are used to broaden out a character, and can be swapped out
for standard picks gained over the course of character advancement. If a player
so desires, a character can swap all four of their picks per level into utility
picks.
Character Advancement
A word needs to be said about character advancement. A player can
reasonably expect to make 4th or 5th level in the first three games they
actually play in as PCs, and making 6th or 7th by the end of the first year of
play is not uncommon. When designing your character, and your character class,
try to look ahead. It's perfectly reasonable to start a character with the
expectation that he'll suffer at lower levels, but come into the fore with
complementary abilities around 6th or 7th level. See the example of the item
identifying rogue up in the section on 2:1:1
split characters for an example of this character type. Designing a character
built around coming into his own at 16th level is probably not a reasonable plan
of action.
Further discussions of character creation
and team building are also on this web
site.
Problems with the page? Email Ken
Burnside. |