Fantasy campaign in True20...or W&W...or what?

Dannyalcatraz

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A while ago, I posted about a design for a post-apocalyptic campaign set in a fantasy realm. In it, due to the nature of the doom that befell that world, plus the events that followed, most of the written knowledge of the sentient races of the world were lost.

Including the magic tomes and scrolls.

As a result, the magic in the world is far less systematic than in a typical FRPG- arcane magic is having to be rediscovered.* The divine casters are somewhat less disadvantaged, since their spells come directly from the gods...but they have less of an idea as to what is out there. They don't necessarily know the prayers to ask for particular spells. Overall, this means that there are very few "classic" spells known- most spells are the result of individual research.

As a result, I was looking for a system by which spellcasters would be making up their own spells. I wanted to keep using 3.5, but there aren't many rules for that thing- there was some of that in the Epic Level sourcebook, but it was, of course, all Epic level.

(Part of the reason for staying in 3.5 is that its universally accepted by our group, which is pretty conservative overall. Some guys pretty much only play D&D. With the advent of 4Ed's release, though, they're a bit more open to 3.5 derived RPG systems.)

Now, I could run this in M&M. However, my recent attempt at an M&M campaign fizzled because they didn't like some of the design decisions (like no iterative attacks)...aaaaaaaand possibly because a Supers campaign set in a Vernian/Wellsian 1912 isn't everyone's cup of tea. (Philistines!)

I'm pretty sure that I could run this in W&W or True20 (esp. w/the True Sorcery sourcebook). However, I'm a bit concerned that both of those systems are related to M&M and would share some of the same design decisions (like no iterative attacks).

But I really want to do this!!!

What system has the advantage of a DIY magic system and is closest, overall, to 3.5?

* Note: in an alternative version of the campaign, the world is young and the rules of magic are just being discovered and codified...but at the individual level. There are no schools or traditions, its every arcanist for himself.
 

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There actually is an option in the Mastermind's Manual that allows iriterative attacks and AoO it that's your cup of tea. :P


I'm pretty sure someone will mention it, so I'll beat them to it: Elements of Magic. That book and that Latina Facts pdf* has been tempting me to get a community supporter account. I haven't actually purchased that EoM so I'm not sure how good it is, but it always seems to be highly recommended in alternate magic-system threads.


* Wait, what do you mean Latina Facts is about Latin Saying and not Latinas?!?!
 


I don't really see what would prevent you from reintroducing them into True20. considering that even "free attacks" (attacks of opportunity) were reintroduced in the True20 Warrior's Companion.
 

The easiest plug-ins are going to be Elements of Magic or Guardian of Order's d20 Advanced Magic.

That said, there's no reason you have to implement a baroque spell design system just to make magic more individualized. Using 3.5 or Pathfinder, you could:

- Add +10 to the DC and multiple the time by x10 to copy someone else's spellbook.
- Allow players to specify alternate damage types with pretty generous freedom, and allow spells to be redefined in descriptive terms.
- Use lots of extra spells, like from the Spell Compendium or the S&S Studios books, but have each caster only know a handful of them.
- Turn wizards into a prestige class and use Sorcerers as the base arcane casters.
 

Part of the reason for the baroque magic system is that, frankly, I play with guys who use the same spells over and over and over again. One guy's spell list hasn't changed appreciably in 20+ years.

Combining a system whereby spells must be individually learned and researched will force them to rethink the way they play the game. Undoubtedly, they'll come up with some lame stuff, but they'll also come up with some killers, too.

I intend to have the spells in the various sourcebooks be available, but I'm also going to make them all rare- IOW, it will be easier to learn a custom spell than a published one.
 

I wanted to keep using 3.5 [...]

I'm pretty sure that I could run this in W&W or True20 (esp. w/the True Sorcery sourcebook).

I don't have the book or PDF at hand, but I thought True Sorcery worked for 3.5e, too. If you want to keep using 3.5, and you have True Sorcery, why not replace the 3.5e magic system with True Sorcery's?
 

I don't have the book or PDF at hand, but I thought True Sorcery worked for 3.5e, too.
It does. True Sorcery was originally the spell system for the Black Company Campaign Setting, then it got spun off as its own product to be plugged into any 3.x-based rules.

Though it can be plugged in place of 3.x magic, True Sorcery is really far from 3.x magic.
 

Its been a while since I looked at True Sorcery, but as I recall, there's a slight dissonance between 3.5 and True20's systems that make it an imperfect fit...perhaps its the way the 2 systems handle damage?

I could be wrong, though. I'll have to look at it again.
 


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