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d20 Modern for the future of a D&D setting...
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<blockquote data-quote="Runesong42" data-source="post: 1861936" data-attributes="member: 10578"><p>One idea that I plan to someday implement into my d20 Modern game deals specifically with magic. I would simply use the Psionic mechanic for spells. You get [x] amount of mana at your level, and each spell cost is based on its level (ie. 1 for 1st, 3 for 2nd, 5 for 3rd etc.) If you didn't want to worry so much about learning new spells, you could most certainly have them learn as sorcerers instead.</p><p></p><p>If you wanted to switch spells to a skills base, you could take the mechanic from another well-known game system, GURPS. Have spells maybe cost 1 point to learn, and you can drop more points into them. Once you reach a certain rank, you can start doing nifty things, like reducing the casting cost by one point (again assuming you're using the Psionic mechanic) and spending more mana to increase effect/duration/etc (essentially giving metamagic feats for free)... work it just like the bard's song ability from d20 fantasy.</p><p></p><p>You could have a spellcasting feat, and then maybe advanced spellcasting to improve the ranks of all your spell-skills by +2; you could have all spells categorized by type or school and give bonuses to "specialists"; you could even allow people to invent spells and effects "on the fly" with the DCs increasing for every level of spell you wish to duplicate (removing the concept of mana points altogether).</p><p></p><p>Yup, it's rougly 2 am, the time when, supposedly, the mind is at its most creative. That explains how I've written so much already. *LOL*.</p><p></p><p>This is all, of course, assuming you want magic to take a leading role in a modern setting. Do try to remember, though, that (realistically speaking) flash-bang magic would be much less practical to learn than 'useful' magic (such as divinations, illusions, alteration and conjuration magics).</p></blockquote><p></p>
[QUOTE="Runesong42, post: 1861936, member: 10578"] One idea that I plan to someday implement into my d20 Modern game deals specifically with magic. I would simply use the Psionic mechanic for spells. You get [x] amount of mana at your level, and each spell cost is based on its level (ie. 1 for 1st, 3 for 2nd, 5 for 3rd etc.) If you didn't want to worry so much about learning new spells, you could most certainly have them learn as sorcerers instead. If you wanted to switch spells to a skills base, you could take the mechanic from another well-known game system, GURPS. Have spells maybe cost 1 point to learn, and you can drop more points into them. Once you reach a certain rank, you can start doing nifty things, like reducing the casting cost by one point (again assuming you're using the Psionic mechanic) and spending more mana to increase effect/duration/etc (essentially giving metamagic feats for free)... work it just like the bard's song ability from d20 fantasy. You could have a spellcasting feat, and then maybe advanced spellcasting to improve the ranks of all your spell-skills by +2; you could have all spells categorized by type or school and give bonuses to "specialists"; you could even allow people to invent spells and effects "on the fly" with the DCs increasing for every level of spell you wish to duplicate (removing the concept of mana points altogether). Yup, it's rougly 2 am, the time when, supposedly, the mind is at its most creative. That explains how I've written so much already. *LOL*. This is all, of course, assuming you want magic to take a leading role in a modern setting. Do try to remember, though, that (realistically speaking) flash-bang magic would be much less practical to learn than 'useful' magic (such as divinations, illusions, alteration and conjuration magics). [/QUOTE]
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