That still seems super problematic unless you plan on having the forum turns handle way less then they did last game.
Like if someone has something important to do. It seems odd that they would be forced to work on something that takes away from it.
Like, a mandate from Jan that players need to work on their magic would make sense perhaps in this game, but that sorta is depending on something very specific and I don't think it make sense to add it to the actual rules.
Of course that said, maybe not, maybe the universe forces magical people to work on self improvement for some reason.
The universe generaly forces Material Mages to work on self improvement for some reason, but I havn't quite gotten to that class yet.
I read it as "If you want to do spell creation, you must spend a minimum of 3 hours on it to get anywhere. No crit fishing!"
Yeah. I will also be adding penalties for actions that don't use enough time, so crit fishing will be a no-no.
God damn it, Weird. I really liked that rule too.
The resting period was thought up for a couple reasons. One to make sure people think and vary their schedules, planning ahead for days they can and can't make spells. Two to make sure people aren't just constantly trying to make new spells(which puts a strain on the GMs). And three, to work with the 3 hour rule to hopefully lessen Magia's love of critical failure. But apparently none of that matters anymore, so feel free to mock and/or verbally abuse me for it.
I will not mock or verbally abuse you for that. Your points are valid. I just feel that some parties *coughthisonecough* will need to fish for multiple spells from time to time, especially to get started. I also get a demented pleasure from Magia's love of the crit fail, so there's that.
If I have munchkins spending all day, every day working on spells, I will throw some restrictions in.