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<blockquote data-quote="Andor" data-source="post: 3038567" data-attributes="member: 1879"><p>I think perhaps the problem is that for inspiration the Author only looked to literature rather than perusing the bredth of RPGs. Perhaps it was why this was a fairly clumsy attempt at a skill based magic system. </p><p></p><p>Skill based magic systems have been done lots of times, and in fact they often have a noun + verb based system. Both Ars Magica and World Tree use such systems to excellent effect. The difference is that they use multiple skills. A problem perhaps for D&D since the d20 system doesn't use the (Skill + Skill + Die roll VS TN) system although I don't see why you couldn't patch one in. In both cases as well the Magic system takes up a good chunk of a large book, using far more space than was alloted to the individual systems in ToM.</p><p></p><p>OTOH a multiple skill system using normal d20 mechanics has been done before, by WOTC even, in d20 Star Wars. It was kind of awkward however, personally if I were to do one I'd provide a second, seperate pool of skill points for use only in the magic system. </p><p></p><p>While I'm a fan of skill based magic systems (properly executed) I'm not even sure that Truenaming was the proper place for one. The truenamers in the chapter don't look much like those in Myth and Liturature. It's worth noting that the Fiendbinder prestige class and the Truename using spells look much more like fictional Truenamers than the actual class, as well as being more powerful. </p><p></p><p>In the end I don't think there is a clear enough goal in the chapter for what Truenamers <em>do</em>. They are kind of set up as magical generalists, which is silly, we have several powerful magical generalists already. When I think of Truenames I think of someone using them to gain great power over an individual whose truname the have somehow aquired. In MMORPG terms I suppose this would be a 'Pet' class where the Truenamer aquires a minion, perhaps a small fey at low levels and dominates powerful outsiders at high levels.</p></blockquote><p></p>
[QUOTE="Andor, post: 3038567, member: 1879"] I think perhaps the problem is that for inspiration the Author only looked to literature rather than perusing the bredth of RPGs. Perhaps it was why this was a fairly clumsy attempt at a skill based magic system. Skill based magic systems have been done lots of times, and in fact they often have a noun + verb based system. Both Ars Magica and World Tree use such systems to excellent effect. The difference is that they use multiple skills. A problem perhaps for D&D since the d20 system doesn't use the (Skill + Skill + Die roll VS TN) system although I don't see why you couldn't patch one in. In both cases as well the Magic system takes up a good chunk of a large book, using far more space than was alloted to the individual systems in ToM. OTOH a multiple skill system using normal d20 mechanics has been done before, by WOTC even, in d20 Star Wars. It was kind of awkward however, personally if I were to do one I'd provide a second, seperate pool of skill points for use only in the magic system. While I'm a fan of skill based magic systems (properly executed) I'm not even sure that Truenaming was the proper place for one. The truenamers in the chapter don't look much like those in Myth and Liturature. It's worth noting that the Fiendbinder prestige class and the Truename using spells look much more like fictional Truenamers than the actual class, as well as being more powerful. In the end I don't think there is a clear enough goal in the chapter for what Truenamers [i]do[/i]. They are kind of set up as magical generalists, which is silly, we have several powerful magical generalists already. When I think of Truenames I think of someone using them to gain great power over an individual whose truname the have somehow aquired. In MMORPG terms I suppose this would be a 'Pet' class where the Truenamer aquires a minion, perhaps a small fey at low levels and dominates powerful outsiders at high levels. [/QUOTE]
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