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D&D 5e/True20/GnG Mashup

Spell points are an improvement, but kinda like polishing a turd IMO. The problem is that list of spells just sitting there being the sum of a caster's range. True20 (and similar systems) let casters craft whatever effect they want out of their available powers. There's really no comparison with any spell list system.

The beauty of Savage Worlds comes in to play prevalently here, through the use of its spell trapping system. Literally, every spell in the system can be created as a "unique" entry through the use of trappings worked out between the GM and player.

Want a "magic missile" like spell, but uses sonic energy instead? Have the player take the "Bolt" spell, and apply a sonic trapping to it, with the appropriate modifications. If the player wants to add or remove something from the trapping, it's totally the GM's call.

Want to let the player change the spell trapping on the fly? Double the power point cost, or double the casting time (or both). Or, if you want to make such a thing rare, have the player expend a character advance to take the new spell trapping.

At it's core it's a "spell point" system, but the flexibility over traditional D&D is significant. I also like the fact that spell casting isn't an automatic success (you have to roll a skill check to even cast at all), and critical failures can be dangerous to the caster and others.
 

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