Anyone picked up True Sorcery?

Nebulous said:
Henry, you seem pretty familiar with the system. Is there a way to, for example (i'm trying to think outside the D&D box) if you enter a burning building, to use your magic to either
A) suffocate the flames by removing Air B) Douse them with sufficient water C) Smother them with Earth D) or other...

in a spontaneous fashion? This is the kind of magic i've always wanted for D&D, where you can apply it for completely non-combat situations. Just a general control over the elements.

The hardest part, is getting familiar with the area, damage, and range modifiers. You could do ALL of these things you mentioned, but the more of an area, the higher level caster you have to be to handle it, and you have to be REALLY high level (in the 20's and 30's) to handle it on the fly. But all the things you mentioned are free form enough to be able to do it. Want to snuff a campfire by moving the oxygen? No problem. Earth covering it? No problem. But want to do this to a three-story burning building that's about 30' x 30'? Better be packing 16th to 20th level, and 3rd or 4th magnitude, little wizardling. ;) However, it does require a bit of DM adjudication, but all are explainable, because I really don't think any system could handle total free-form without GM involvement. This is the best one I've seen for it for d20, IMO.
 

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That would be of course if you wanted to do it all at once, a lower level wizard would be able to do it in smaller chunks no? Like 10 x 10 sections at a time or whatnot?
 

Soul said:
That would be of course if you wanted to do it all at once, a lower level wizard would be able to do it in smaller chunks no? Like 10 x 10 sections at a time or whatnot?

I suppose he could, but it would be very difficult, with the potential for fires to re-ignite, and (2) he might drain himself silly doing it in such a fashion. The basic idea is sound, though.
 


Akrasia said:
I'm curious about using True Sorcery for True20 as well.

Does anyone who has the True Sorcery pdf thought about using it with True20?

Does it replace the power/magic system in True20, or is it meant to be used in addition to that system?

Does it introduce a new role to be used in place of (or in addition to) the Adept?

How complex/easy is the True20 True Sorcery system in comparison to the default system in True20?

Any overall impressions on the appropriateness of True Sorcery for True20 games?

Thanks!
__________________

Hi Akrasia!

Yes, I've thought about using True Sorcery with True20. The Spellcaster can be used either as a supplement or a replacement for the default system. Basically, it's a modification of the adept role.

Firstly, True Sorcery is a separate d20-compatible system that has an appendix for compatibility with True20. As such, you'll have to do some conversion of the talents (really just the damage dealing ones) to use them.

True Sorcery is feat-based. Basically, adepts get the Student of Wizardry feat for free at first level. The Magnitudes have to be purchased (like regular feats). The spells themselves are mathematically oriented with spells causing drain (nonlethal damage). Since True20 doesn't use hit points, they suggest using the variant "casting buffer" for drain, and as that's depleted, the character is fatigued, exhausted, etc. You could probably implement some kind of mechanic for handling it as a "Toughness Save" against nonlethal damage, but that's not the default system.

Basically, it puts a points system (spell points) back into the game. So if you bought True20 to get rid of points (like hit points) entirely, you won't like the system suggested for using True Sorcery with True20.

So in sum, True Sorcery is a nice system, but isn't "point-less" like the rest of True 20. As such, you might be disappointed in the implementation. But if the points don't bother you, it's definitely worth checking out.

My two cents.
 

Here's a question:

Given the complicated nature of figuring out final DCs based on augmentations, has anyone come up with a spreadsheet that does it? Is that even possible?
 

I've got one that was done for the Black Company Campaign Setting. Same basic system.

Tweaking it for True Sorcery wouldn't be THAT hard. The custom augmentations for new powers would have to be added though.

It was a really cool spreadsheet. I'd happily modify it for True Sorcery. Unfortunately, my Excel-fu isn't that good.

-John
 

ruleslawyer said:
Here's a question:

Given the complicated nature of figuring out final DCs based on augmentations, has anyone come up with a spreadsheet that does it? Is that even possible?
I making a bit of JavaScript that does it. If it comes out an good, I'll share it.

It's requiring that I look closely at all the spells, and in the process I've found a bunch of errors. Hopefully they'll be fixed whenever that errata shows up.
 

Antendren said:
It's requiring that I look closely at all the spells, and in the process I've found a bunch of errors. Hopefully they'll be fixed whenever that errata shows up.
If you tell Green Ronin about them then they'll know to fix them. Since that's one of the reasons they released the PDF before the print version, you'e be helping everyone win.
 

I sent Rob Schwalb every error I found (spell by spell) up through the "Flight" Talent.

He was most appreciative. If you have others, I'm sure the Green Ronin guys wouldn't mind getting them. Just email Rob. He posted his email address above. But I think they're being pretty thorough.
 

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