Does the True 20 magic system have an intrinsic feel?

Pseudonym

Ivan Alias
I've recently purchased the True 20 .pdf, and am really excited about the magic system presented. I'm thinking about two projects, one modeling a Middle Earth game based on the rule set and another for some younger folks emulating the world of the Harry Potter books.

I'm curious, though, as to people's opinions about the feel of the magic system. By that I mean, do you think that the system is sufficiently adaptable to those two settings, or does True 20 come with its own inherent assumptions and memes, like the systems of say D&D or Ars Magica? Can it be ported without any baggage inherent in the mechanics?
 

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It's quite adaptable; I've used it in a variety of settings with little to no work.

As written, there is a bit of a bias towards a psionics feel (many of the spells 'require' mental contact to be established through Mind Touch) but that pretty much be ignored; I substitute physical contact or line of sight when I want to change that.
 

I have both Blue Rose and True 20 PDF. I like the blue rose system very much. The true 20 system is a bit simplified from the Blue Rose one, but this is good if one wants a more generic system. If you have access to Blue Rose, you might want to check its magic system out (especially the corruption rules) for the Middle Earth campaign. I'm working on a port of Runequest's magic system to True 20, and the True 20 system has been as good a starting point as any for that.
 

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