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D20 Morrowind?
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<blockquote data-quote="dvvega" data-source="post: 1830955" data-attributes="member: 524"><p>Ignoring the fact that it is a computer game, the world of Morrowind (and the great world spanning all the previous games in the series) is quite intriguing.</p><p></p><p>Although it plays a little differently to d20 (real time combat for example), I think its the world that makes it interesting as opposed to the system.</p><p></p><p>Yes, it has monsters/races that are not in the standard books (what campaign setting doesn't) and the fighting is real-time ... not really appropriate for Pen and Paper game, however it is essentially a world with good fluff, which doesn't need a huge rules development.</p><p></p><p>Granted the magic/alchemy system is entirely "new", however what is it really? Spells cost mana instead of slots/day (UA has an optional system like this for starters), spells cost $$$ to learn (in d20 it does too), spells cost $$$ to invent (you also need special components, as d20). Not much different. When you create a new spell you create it based off a previous spell, so its not too complex.</p><p></p><p>The biggest complexity would be the alchemy - creation of magic items. Each type of soul you capture increases the maximum bonus available for most items, or the duration/strength of the effect. You can use this to gauge things like 'pluses' on magic weapons, requiring a soul that covers the +1 flaming of a weapon to make it. That sould would have to be rated at +2. Whereas for miscellaneous magic items, you provide them with a mana pool for the spell effect.</p><p></p><p>So d20 Morrowind is completely in the realms of possibility, you just need the fluff, and some rules development which is quite easy if you keep it down to the barest minimum.</p></blockquote><p></p>
[QUOTE="dvvega, post: 1830955, member: 524"] Ignoring the fact that it is a computer game, the world of Morrowind (and the great world spanning all the previous games in the series) is quite intriguing. Although it plays a little differently to d20 (real time combat for example), I think its the world that makes it interesting as opposed to the system. Yes, it has monsters/races that are not in the standard books (what campaign setting doesn't) and the fighting is real-time ... not really appropriate for Pen and Paper game, however it is essentially a world with good fluff, which doesn't need a huge rules development. Granted the magic/alchemy system is entirely "new", however what is it really? Spells cost mana instead of slots/day (UA has an optional system like this for starters), spells cost $$$ to learn (in d20 it does too), spells cost $$$ to invent (you also need special components, as d20). Not much different. When you create a new spell you create it based off a previous spell, so its not too complex. The biggest complexity would be the alchemy - creation of magic items. Each type of soul you capture increases the maximum bonus available for most items, or the duration/strength of the effect. You can use this to gauge things like 'pluses' on magic weapons, requiring a soul that covers the +1 flaming of a weapon to make it. That sould would have to be rated at +2. Whereas for miscellaneous magic items, you provide them with a mana pool for the spell effect. So d20 Morrowind is completely in the realms of possibility, you just need the fluff, and some rules development which is quite easy if you keep it down to the barest minimum. [/QUOTE]
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