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Anyone picked up True Sorcery?
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<blockquote data-quote="Henry" data-source="post: 2878434" data-attributes="member: 158"><p>It's true that it's not for everyone; anyone who wants less complexity for their spellcasters probably won't like it. Rather, I like it because the standard slot-based magic system goes against some of my sensibilities - the ones where a wizard shouldn't have a limit on the number of times per day he can cast a spell, and if he does, it's a game-reasoned limit like "that's the most his brain capacity can handle" or "he can't cast another spell without straining himself to unconscousness" and then to actually see game mechanics that demonstrate it. I also like the feel of accomplishment of a high-level caster who can toss off effects that he once struggled with.</p><p></p><p>Having used it in play, it added immeasurably to the system we used (Grim Tales and Black Company) in creating a very different feel. I loved the difference in play at the table, but there might be only a half dozen people out of the couple dozen gamers I know who would take well to this system. I'm just glad they expanded on it in another PDF, so that I can recommend it to people interested instead of the whole Black Company Book for just that one subsystem. (Don't get me wrong, I love Black Company, but $12 is more palatable than $40.00.)</p></blockquote><p></p>
[QUOTE="Henry, post: 2878434, member: 158"] It's true that it's not for everyone; anyone who wants less complexity for their spellcasters probably won't like it. Rather, I like it because the standard slot-based magic system goes against some of my sensibilities - the ones where a wizard shouldn't have a limit on the number of times per day he can cast a spell, and if he does, it's a game-reasoned limit like "that's the most his brain capacity can handle" or "he can't cast another spell without straining himself to unconscousness" and then to actually see game mechanics that demonstrate it. I also like the feel of accomplishment of a high-level caster who can toss off effects that he once struggled with. Having used it in play, it added immeasurably to the system we used (Grim Tales and Black Company) in creating a very different feel. I loved the difference in play at the table, but there might be only a half dozen people out of the couple dozen gamers I know who would take well to this system. I'm just glad they expanded on it in another PDF, so that I can recommend it to people interested instead of the whole Black Company Book for just that one subsystem. (Don't get me wrong, I love Black Company, but $12 is more palatable than $40.00.) [/QUOTE]
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Anyone picked up True Sorcery?
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