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Opinions/Experiences/Advice on Sovereign Stone classes & magic system for low magic
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<blockquote data-quote="kenjib" data-source="post: 110758" data-attributes="member: 530"><p>Wheel of Time still uses spell slots, thus it's still hung up on leftovers from the old Jack Vancian model. If I want to break away from standard D&D magic I'd rather really break away - not use something that's only slightly different. I'd use a mana based system (like perhaps a modified psion) before a slot based one, but the more freeform casting concept of SS really beats both of those choices for me at least. I really, really, don't like slots, but for those who have no problems with slots then I agree that it's definitely worth taking a look at Wheel of Time as well. I've just got hangups. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Plus I haven't decided on the defense bonus concept. I've not given it much thought, really. It does mean that the WoT classes aren't very compatible with the core D&D classes as well as PRCs and classes from other supplements (like the Kalamar Player's Guide or various naval supplements that I'm looking forward to).</p><p></p><p>From reading all of the SS rules but not yet playing them, another thing that seems apparent is that getting better fortitude saves, more hit points, higher concentration skill, and more spells that you can know intimately (as opposed to having to reference your text, dramatically slowing down casting time), are all very important factors for the power level of a mage in Sovereign Stone. Just looking at how Casting Thresholds scale doesn't seem to tell the full story. I don't think that I'd write off the importance of level so quickly. I'll probably create some test characters soon to see for myself.</p><p></p><p>I agree that Wheel of Time is very cool and that people should give it a look, but it's not for me.</p></blockquote><p></p>
[QUOTE="kenjib, post: 110758, member: 530"] Wheel of Time still uses spell slots, thus it's still hung up on leftovers from the old Jack Vancian model. If I want to break away from standard D&D magic I'd rather really break away - not use something that's only slightly different. I'd use a mana based system (like perhaps a modified psion) before a slot based one, but the more freeform casting concept of SS really beats both of those choices for me at least. I really, really, don't like slots, but for those who have no problems with slots then I agree that it's definitely worth taking a look at Wheel of Time as well. I've just got hangups. ;) Plus I haven't decided on the defense bonus concept. I've not given it much thought, really. It does mean that the WoT classes aren't very compatible with the core D&D classes as well as PRCs and classes from other supplements (like the Kalamar Player's Guide or various naval supplements that I'm looking forward to). From reading all of the SS rules but not yet playing them, another thing that seems apparent is that getting better fortitude saves, more hit points, higher concentration skill, and more spells that you can know intimately (as opposed to having to reference your text, dramatically slowing down casting time), are all very important factors for the power level of a mage in Sovereign Stone. Just looking at how Casting Thresholds scale doesn't seem to tell the full story. I don't think that I'd write off the importance of level so quickly. I'll probably create some test characters soon to see for myself. I agree that Wheel of Time is very cool and that people should give it a look, but it's not for me. [/QUOTE]
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