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Community
General Tabletop Discussion
*TTRPGs General
Elements of Magic, BCCS/True Sorcery, and True20
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<blockquote data-quote="igavskoga" data-source="post: 2988116" data-attributes="member: 41188"><p>Unfortunately I can't do too much more than pimp BCCS and True Sorcery (in fact, I hardly shut up about it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) since I don't know much about Mythic Earth. I remember glancing over it a few months back and not being grabbed by it. Maybe its about time I flip through it again - it seems to crop up periodically in talks about magic systems.</p><p></p><p>I can speak to why DC's get so ihgh in BCCS/TS - this is due to the fact that the system is meant to scale up well into epic levels. You don't need an epic Fireball, all you need is Create Energy (Fire) and just tack on as much damage and range as you want. Many of the major villains of the BCCS novels are stated out as 35ish characters. It also ties into their system of being able to blend spell effects together to perform, well, uber spells for lack of a better term. Blend Water Lore, Fear, and Create Energy (Acid) and you've got a fog of acid which does damage over an area and instills fear into those caught within for a duration. Blending is typically the purview of the 15+ range as it tends to skyrocket the DC's involved.</p><p></p><p>Personally I absolutely love the granularity and especially the modularity of the system, I'll be using it extensively in my d20 homebrew to represent many different disciplines of magic. I'm not sure how much of a plus this is but True Sorcery actually has conversion rules for use with True20. Its also quite a bit cheaper than the BCCS book. Unfortunately I can't be much more help beyond that until I read Mythic Earth. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="igavskoga, post: 2988116, member: 41188"] Unfortunately I can't do too much more than pimp BCCS and True Sorcery (in fact, I hardly shut up about it :D) since I don't know much about Mythic Earth. I remember glancing over it a few months back and not being grabbed by it. Maybe its about time I flip through it again - it seems to crop up periodically in talks about magic systems. I can speak to why DC's get so ihgh in BCCS/TS - this is due to the fact that the system is meant to scale up well into epic levels. You don't need an epic Fireball, all you need is Create Energy (Fire) and just tack on as much damage and range as you want. Many of the major villains of the BCCS novels are stated out as 35ish characters. It also ties into their system of being able to blend spell effects together to perform, well, uber spells for lack of a better term. Blend Water Lore, Fear, and Create Energy (Acid) and you've got a fog of acid which does damage over an area and instills fear into those caught within for a duration. Blending is typically the purview of the 15+ range as it tends to skyrocket the DC's involved. Personally I absolutely love the granularity and especially the modularity of the system, I'll be using it extensively in my d20 homebrew to represent many different disciplines of magic. I'm not sure how much of a plus this is but True Sorcery actually has conversion rules for use with True20. Its also quite a bit cheaper than the BCCS book. Unfortunately I can't be much more help beyond that until I read Mythic Earth. ;) [/QUOTE]
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