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Anyone picked up True Sorcery?
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<blockquote data-quote="igavskoga" data-source="post: 2879855" data-attributes="member: 41188"><p>Student of Magic, which I'm assuming is the equivallent of Student of Wizardry class feature from BCCS, no longer gives Con Mod + 1 in spell energy?</p><p></p><p></p><p></p><p>Also, typically spells that require a ranged touch attack only have a save associated with them if there's alternate effect. Otherwise its either/or. Is this changed in True Sorcery?</p><p></p><p>It can get a bit discouraging trying to replicate old familiar spells, but not all of them are a good fit in this system and not all of them are as efficient. Light Talent, if I remember right from BCCS, requires a whopping +20 DC to make it deal damage -- not entirely efficient. You'd be better off whacking them with a force effect or doing something neat with Beast Lore (which isn't in BCCS so I'm very curious as to what it does <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />).</p><p></p><p>One thing to be aware of when trying to recreate the hallmark D&D spells is that the levels of efficiency for damage spells are not the same -- as is illustrated here. Trying to use Light Talent to do a scorching ray isn't entirely efficient until later on than one might be used to. In your setup, using Force is far better as a combat bludgeon.</p><p></p><p>IMO, I still think one of the best things about the system is getting away from the X/Day mechanic and being able to tailor things on the fly. Its staggeringly liberating.</p><p></p><p></p><p></p><p>This is nothing a little preparation won't fix. Write up a number of spell effects you think you'll commonly use beforehand. Consolidate all the augmentation costs on a single page (using word, excel, or even notepad), along with the costs specific to the handful of Talents your character possesses. This will eliminate a lot of the page flipping. Casting spells on the fly becomes easier as you get more familiar with the system, just as remembering the save DC or exact range of Melf's Acid Arrow becomes easier the more you use the spell. There can be just as much page flipping involved with a d20 caster who doesn't prepare adequately beforehand -- only their spell list is a lot larger.</p></blockquote><p></p>
[QUOTE="igavskoga, post: 2879855, member: 41188"] Student of Magic, which I'm assuming is the equivallent of Student of Wizardry class feature from BCCS, no longer gives Con Mod + 1 in spell energy? Also, typically spells that require a ranged touch attack only have a save associated with them if there's alternate effect. Otherwise its either/or. Is this changed in True Sorcery? It can get a bit discouraging trying to replicate old familiar spells, but not all of them are a good fit in this system and not all of them are as efficient. Light Talent, if I remember right from BCCS, requires a whopping +20 DC to make it deal damage -- not entirely efficient. You'd be better off whacking them with a force effect or doing something neat with Beast Lore (which isn't in BCCS so I'm very curious as to what it does :D). One thing to be aware of when trying to recreate the hallmark D&D spells is that the levels of efficiency for damage spells are not the same -- as is illustrated here. Trying to use Light Talent to do a scorching ray isn't entirely efficient until later on than one might be used to. In your setup, using Force is far better as a combat bludgeon. IMO, I still think one of the best things about the system is getting away from the X/Day mechanic and being able to tailor things on the fly. Its staggeringly liberating. This is nothing a little preparation won't fix. Write up a number of spell effects you think you'll commonly use beforehand. Consolidate all the augmentation costs on a single page (using word, excel, or even notepad), along with the costs specific to the handful of Talents your character possesses. This will eliminate a lot of the page flipping. Casting spells on the fly becomes easier as you get more familiar with the system, just as remembering the save DC or exact range of Melf's Acid Arrow becomes easier the more you use the spell. There can be just as much page flipping involved with a d20 caster who doesn't prepare adequately beforehand -- only their spell list is a lot larger. [/QUOTE]
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Anyone picked up True Sorcery?
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