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Any fans of the Second World Sourcebook?
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<blockquote data-quote="2WS-Steve" data-source="post: 3069117" data-attributes="member: 3289"><p>That's true, but my concern is/was that what I'd put together would look an awful lot like house-ruled versions of existing magic systems -- since there are things that are fairly close to what I'd like to do.</p><p></p><p>For instance, I think that Green Ronin's <a href="http://www.rpgnow.com/product_info.php?products_id=7197&SRC=ENWorld" target="_blank">True Sorcery</a> could work for Tone Wardens. My picture of the Tone Warden was that they'd master a variety of specific frequencies (or tones, or precise musical notes) and each one of those would give the Tone Warden control over certain aspects of the world (e.g. each element, different kinds of animals perhaps) or empowering certain effects(e.g. charming, maybe healing). By simply calling the True Sorcery spells, which are kind of like what I described, tones or notes, the Tone Warden could really just be a prestige class of the True Spellcaster.</p><p></p><p>Misfit Studio's <a href="http://www.rpgnow.com/product_info.php?products_id=7559&SRC=ENWorld" target="_blank">Spellweaver</a> is actually very close to how I pictured the Pattern Warden -- someone who weaves or constructs patterns of arcane energy.</p><p></p><p>In the case of True Sorcery I'm a bit concerned that true spellcasters wouldn't be very appealing to a player if they had the normal PHB alternatives, even with some of the suggested adjustments. I haven't yet playtested the Spellweaver enough to see whether they would fit in well in most campaigns.</p><p></p><p>Finally, what I'd do would probably feel like taking the above, plus the following:</p><p></p><p><a href="http://shop.enworld.org/index.php?productsid=101&source=ENWorld" target="_blank">Elements of Magic - Mythic Earth</a></p><p><a href="http://shop.enworld.org/index.php?productsid=50&source=ENWorld" target="_blank">Elements of Magic - Revised</a> -- Psion has something for this already -- and I should point out that it's pretty different from Mystic Earth, I think enough to count as a distinct system.</p><p><a href="http://edge.rpgnow.com/product_info.php?products_id=4676&source=ENWorld" target="_blank">Paths of Power</a></p><p><a href="http://rpg.drivethrustuff.com/catalog/product_info.php?cPath=28_30&products_id=3156&source=ENWorld" target="_blank">d20 Advanced Magic</a></p><p></p><p>-- mushing them all together and then applying a bunch of house rules. I'm not worried about profit so much on this, but I am concerned that what I'd be able to add might not feel like a whole lot.</p><p></p><p>That said, a toolkit approach that made it easier for GM's to roll their own magic system for their own campaign could be worthwhile. For fantasy worlds, the flavor of the magic the GM chooses has a big impact on the way the world feels. The question is how to do that without it being too much of a pain to work out the details.</p></blockquote><p></p>
[QUOTE="2WS-Steve, post: 3069117, member: 3289"] That's true, but my concern is/was that what I'd put together would look an awful lot like house-ruled versions of existing magic systems -- since there are things that are fairly close to what I'd like to do. For instance, I think that Green Ronin's [url=http://www.rpgnow.com/product_info.php?products_id=7197&SRC=ENWorld]True Sorcery[/url] could work for Tone Wardens. My picture of the Tone Warden was that they'd master a variety of specific frequencies (or tones, or precise musical notes) and each one of those would give the Tone Warden control over certain aspects of the world (e.g. each element, different kinds of animals perhaps) or empowering certain effects(e.g. charming, maybe healing). By simply calling the True Sorcery spells, which are kind of like what I described, tones or notes, the Tone Warden could really just be a prestige class of the True Spellcaster. Misfit Studio's [url=http://www.rpgnow.com/product_info.php?products_id=7559&SRC=ENWorld]Spellweaver[/url] is actually very close to how I pictured the Pattern Warden -- someone who weaves or constructs patterns of arcane energy. In the case of True Sorcery I'm a bit concerned that true spellcasters wouldn't be very appealing to a player if they had the normal PHB alternatives, even with some of the suggested adjustments. I haven't yet playtested the Spellweaver enough to see whether they would fit in well in most campaigns. Finally, what I'd do would probably feel like taking the above, plus the following: [url=http://shop.enworld.org/index.php?productsid=101&source=ENWorld]Elements of Magic - Mythic Earth[/url] [url=http://shop.enworld.org/index.php?productsid=50&source=ENWorld]Elements of Magic - Revised[/url] -- Psion has something for this already -- and I should point out that it's pretty different from Mystic Earth, I think enough to count as a distinct system. [url=http://edge.rpgnow.com/product_info.php?products_id=4676&source=ENWorld]Paths of Power[/url] [url=http://rpg.drivethrustuff.com/catalog/product_info.php?cPath=28_30&products_id=3156&source=ENWorld]d20 Advanced Magic[/url] -- mushing them all together and then applying a bunch of house rules. I'm not worried about profit so much on this, but I am concerned that what I'd be able to add might not feel like a whole lot. That said, a toolkit approach that made it easier for GM's to roll their own magic system for their own campaign could be worthwhile. For fantasy worlds, the flavor of the magic the GM chooses has a big impact on the way the world feels. The question is how to do that without it being too much of a pain to work out the details. [/QUOTE]
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