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<blockquote data-quote="reiella" data-source="post: 1455985" data-attributes="member: 160"><p>You're correct about Mutants and Masterminds being OGL.</p><p></p><p>However, CoC d20 was published by Wizards of the Coast, and they own the d20 trademark. Hence, they can include what they want in a d20 book. It is not bound by the STL or the OGL in those regards. In fact, that's why Sanity rules, and such, have just now appeared as Open Rules Content through Unearthed Arcana.</p><p></p><p></p><p></p><p>D&D is d20, but all of D&D is not necessarily Open Gaming Content.</p><p></p><p>The spells in the core books are (I believe) all in the SRD, with any PI stripped from them (ie, Disjunction instead of Mordenkainen's Disjunction).</p><p></p><p>However, for other WotC books in the D&D 'franchise' (like, Forgotten Realms Campaign Setting, Magic of Faerun, etc), the spells listed in those books are still closed content, despite the book having the d20 logo on it. Those books are closed as Wizards doesn't -have- to follow the OGL for their books.</p><p></p><p>Two instances come to mind of Open Gaming books being published by Wizards (outside of the core). Unearthed Arcana (which is explictly defined as Open Content, and contains the OGL license). And Monster Manual II (which only contains two OGL monsters, but also contains the ogl license and properly identifies them).</p><p></p><p>Further, just because a game is 'd20' does not mean it has to follow all the rules of D&D. d20 is a "mechanics logo" (often used interchangably with compatibility with D&D, because it often carries that result for third party publishers). Wheel of Time d20 and Call of Cthulhu d20 both contain their own magic systems which are independant of D&D's system of magic. While it is possible to use the D&D magic systems in those settings, it usually isn't too appropiate and is more akin to kit-bashing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. GURPS may be the best counterpoint to this, consider how the rules in the different setting/flavor books don't always apply well to other settings.</p><p></p><p></p><p></p><p>Vicissitude ... doesn't follow many of the rules because it's more of a disease with game benefits that simulates a discipline than a true discipline. And I'm thinking I may have been confused between parts of the diablerie system presented in Dirty Secrets and the Viccissitude trurth.</p><p></p><p></p><p></p><p>Pleasant sidenote, Mana-Point system for magic is now OGL and valid d20 thanks to Unearthed Arcana <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. The spell issue looks/feels like you were migrating from Mage, which can be difficult for pretty much any game where spells are defined rather than created <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>I might suggest ya look into Chaos Magic (Quintessential or Encyclopedia Arcana, not sure which is more recent) for the spell composition idea.</p><p></p><p>My personal opinion is that you don't need to know/memorize all the spells, just know (not even necessarily memorize) the spells you can cast. I can imagine a few hundred spells seeming overwhelming quite easily though.</p></blockquote><p></p>
[QUOTE="reiella, post: 1455985, member: 160"] You're correct about Mutants and Masterminds being OGL. However, CoC d20 was published by Wizards of the Coast, and they own the d20 trademark. Hence, they can include what they want in a d20 book. It is not bound by the STL or the OGL in those regards. In fact, that's why Sanity rules, and such, have just now appeared as Open Rules Content through Unearthed Arcana. D&D is d20, but all of D&D is not necessarily Open Gaming Content. The spells in the core books are (I believe) all in the SRD, with any PI stripped from them (ie, Disjunction instead of Mordenkainen's Disjunction). However, for other WotC books in the D&D 'franchise' (like, Forgotten Realms Campaign Setting, Magic of Faerun, etc), the spells listed in those books are still closed content, despite the book having the d20 logo on it. Those books are closed as Wizards doesn't -have- to follow the OGL for their books. Two instances come to mind of Open Gaming books being published by Wizards (outside of the core). Unearthed Arcana (which is explictly defined as Open Content, and contains the OGL license). And Monster Manual II (which only contains two OGL monsters, but also contains the ogl license and properly identifies them). Further, just because a game is 'd20' does not mean it has to follow all the rules of D&D. d20 is a "mechanics logo" (often used interchangably with compatibility with D&D, because it often carries that result for third party publishers). Wheel of Time d20 and Call of Cthulhu d20 both contain their own magic systems which are independant of D&D's system of magic. While it is possible to use the D&D magic systems in those settings, it usually isn't too appropiate and is more akin to kit-bashing :). GURPS may be the best counterpoint to this, consider how the rules in the different setting/flavor books don't always apply well to other settings. Vicissitude ... doesn't follow many of the rules because it's more of a disease with game benefits that simulates a discipline than a true discipline. And I'm thinking I may have been confused between parts of the diablerie system presented in Dirty Secrets and the Viccissitude trurth. Pleasant sidenote, Mana-Point system for magic is now OGL and valid d20 thanks to Unearthed Arcana :). The spell issue looks/feels like you were migrating from Mage, which can be difficult for pretty much any game where spells are defined rather than created :). I might suggest ya look into Chaos Magic (Quintessential or Encyclopedia Arcana, not sure which is more recent) for the spell composition idea. My personal opinion is that you don't need to know/memorize all the spells, just know (not even necessarily memorize) the spells you can cast. I can imagine a few hundred spells seeming overwhelming quite easily though. [/QUOTE]
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