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DarkºMatter from d20 Modern
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<blockquote data-quote="ledded" data-source="post: 1172447" data-attributes="member: 12744"><p>We have a home-brewed psychic powers/magic type system in our d20 modern game, and it plays a little like CoC sometimes.</p><p></p><p>We use the WP/VP system, and spells either cost VP, WP, or ability damage; the more powerful the spell the more damage, etc. Feats give access to 3 schools of magic as class skills, so there are no 'spellcasting classes'. You make skill rolls to try and cast spells.</p><p></p><p>The interesting thing is, we never know what a spell does or cost until we learn it, and it takes a while to master one; most everything is a mystery to us until we research enough or have it thrown at us.</p><p></p><p>While there are no specific 'sanity rules' (yet...), most of the players fear our GM enough to have already started taking steps to help them maintain sanity (one guy goes out to the country, does some fishing and whatnot, works on his farm, etc). The never knowing what is going to happen is a lot of fun. Plus, since there are no published spell lists, we never know what spells we are going to come across until we learn a new one. It's fun.</p><p></p><p>I think some form of sanity rules are fun to give magic that feeling of being more rare and scary, unlike D&D where it (at least to me) feels like going to the hardware store. Let us know what you come up with, I'm interested to see.</p></blockquote><p></p>
[QUOTE="ledded, post: 1172447, member: 12744"] We have a home-brewed psychic powers/magic type system in our d20 modern game, and it plays a little like CoC sometimes. We use the WP/VP system, and spells either cost VP, WP, or ability damage; the more powerful the spell the more damage, etc. Feats give access to 3 schools of magic as class skills, so there are no 'spellcasting classes'. You make skill rolls to try and cast spells. The interesting thing is, we never know what a spell does or cost until we learn it, and it takes a while to master one; most everything is a mystery to us until we research enough or have it thrown at us. While there are no specific 'sanity rules' (yet...), most of the players fear our GM enough to have already started taking steps to help them maintain sanity (one guy goes out to the country, does some fishing and whatnot, works on his farm, etc). The never knowing what is going to happen is a lot of fun. Plus, since there are no published spell lists, we never know what spells we are going to come across until we learn a new one. It's fun. I think some form of sanity rules are fun to give magic that feeling of being more rare and scary, unlike D&D where it (at least to me) feels like going to the hardware store. Let us know what you come up with, I'm interested to see. [/QUOTE]
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