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Fantasy Concepts: An OGL Fantasy Saga Project

The reason I went with half level on all Defense Scores is because it most emulated the progression curve for saves in standard D20 fantasy games. As Fantasy Concepts is designed to be used with other D20 fantasy games and modules, the numbers needed to remain similar. In addition, the presence of armor and magical aid to Reflex Scores (i.e. AC, in most cases), is more present in a fantasy game, reducing the numbers worked well. Finally, if you look at the Defense Bonus variant from Unearthed Arcana, the numbers range from a +2 on the low end to a +12 on the high end, which duplicates a curve of half level plus 2, same as a good save. That lent itself numerically to support the concept of a half level plus modifiers for the Reflex Score.

Remember that armor replaces the half level modifier, and so you basically end up with numbers that approximate standard D20 fantasy games once armor becomes involved.

There was a significant discussion somewhere in the first half of this thread (somewhere in the first eight pages, I think) on the matter, and opinions on both sides. In the end, the supporters for half level made more solid arguments which, along with the numbers I'd noticed, helped me stand by the decision.

Of course, as always, if you want to try it with full level advancement, by all means, do so. If it works well for you, then it's worth it. The half level will capture the feel of a standard D20 fantasy game a little bit better, though. It all depends on what kind of experience you are looking for in your game.

Hope This Helps,
Flynn

BTW, congrats for making your first ENWorld post, and thanks for doing so in regards to Fantasy Concepts. I appreciate the support and the comments.
 
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I see...

So what you are saying is that the trend of hits becoming easier with advancing levels is built into Dungeons and Dragons to begin with. Come to think of it...I guess I knew that...and have complained about it before.

I have been wracking my brain for a good solution to this issue...to no avail.

Anywho...thanks for your quality work on the game. It has saved me a TON of time in conversion.

Richard
 

It might also be helpful to give warriors one or more of the Armor Specialization talents for free, since a fantasy system should reward armor use more than space opera rules would.
 

Flynn,

I just ordered your product. I am highly interested in seeing how you handled magic in the game; I look forward to reading your work!

From the discussions here, it sounds like your system went in the same direction my own OGL fantasy product did. I can't wait to dig into it!

Cheers,
Daniel
 

Moniker said:
Flynn,

I just ordered your product. I am highly interested in seeing how you handled magic in the game; I look forward to reading your work!

From the discussions here, it sounds like your system went in the same direction my own OGL fantasy product did. I can't wait to dig into it!

Cheers,
Daniel

I just checked out your site, and I enjoyed noting the similarities and differences in our approaches. I remember some of the discussions early on in this thread in these regards, too.

I hope you find a lot of stuff in Fantasy Concepts you can use for your game, and I'm eager to hear how that works out for you.

Enjoy,
Flynn
 

Any reviews yet? I'm very curious as to how Fantasy Concepts treats magic (preferably I would like to see something similar to the Force Powers from SWSE, expanded to include fantasy staples such as animate dead, teleport, summon demon, etc).
 

No reviews as yet, although I am hopeful that one comes out soon.

I can tell you, though, that I did not write a "Force Powers" approach to magic. It is definitely more freeform than Vancian, though. Think conceptually of "Legends of Sorcery" or "Skill-based Spellcasting" and you're close in regards to the implementation I settled on.

Perhaps someone else could comment on their thoughts about the magic system for Fantasy Concepts.

Hope This Helps,
Flynn
 

Flynn said:
No reviews as yet, although I am hopeful that one comes out soon.

I can tell you, though, that I did not write a "Force Powers" approach to magic. It is definitely more freeform than Vancian, though. Think conceptually of "Legends of Sorcery" or "Skill-based Spellcasting" and you're close in regards to the implementation I settled on.

Perhaps someone else could comment on their thoughts about the magic system for Fantasy Concepts.

Hope This Helps,
Flynn
Well, kinda (helps.)

Would you mind spelling it out a little more, for the curious (such as me) ? That is, without giving too much away, of course. If that's even possible.

If not, I'll understand. But I am rather curious. :)

If it helps, I know (and like) Legends of Sorcery. So any references there will be quite useful.
 

From the book itself:

Casting a Spell
When casting a spell, you must first choose which spell to cast. If you’re a Mystic or Scholar, you select any spell you know, provided you are capable of casting spells of that level or higher.
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
If a spell has multiple versions, you must choose which version to use when you cast it.
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration skill check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC of your Concentration skill check. If you fail the check, you lose the spell just as if you had cast it to no effect. More specific notes on Concentration skill checks may be found under the Concentration skill description.
Assuming that the above criteria are met, you may cast your spell as a standard action. You must make a magic power check, as defined below, against a DC of 15 + spell level to successfully cast your spell. If your spell description indicates that a specific Save Score must be overcome (or, if using spells written for other D20-based Open Gaming systems, the spell indicates that a Saving Throw applies), then the magic power check must also overcome the Save Score.

Magic Power Check = d20 + character level modifier + spellcasting ability score modifier + other modifiers

Character Level Modifier: Your character level modifier is equal to half your character level.
Spellcasting Ability Score: The ability to cast spells is granted by talents that may be selected by the character. When casting a spell, the spellcaster must select only one talent path to use when enacting that particular spell. Each talent path is associated with a specific ability score. The specific ability score modifier is used to modify this power check.
Other Modifiers: Other modifiers are rare, but can include talents, feats and even magic items that boost spellcasting power checks under particular circumstances.
If you attempt to cast a spell and you are successful, the spell effect occurs as described in the spell’s description. If you roll a natural twenty (20) on the d20 used for your magic power check, you automatically succeed with a critical success, and you gain your choice of either double effect (such as double damage for damaging spells or twice the healing for curative spells), or double duration (if the spell has a duration of longer than instantaneous and shorter than permanent).
If you attempt to cast a spell and it fails, at any step in the casting or invoking process, your spell does not activate and your action is considered spent. If you roll a natural one (1) on the d20 used for your magic power check, you automatically fail as a critical failure, and you gain a Penalty Level as well.

Talents give you access to spells by level and give you a starting number of spells you know. You can increase your spells known through study or prayer, etc.

That's the magic system in a nutshell. I designed it for fast, easy play, as well as making it modular, so you can substitute another system of your own design if you so desire. I realized early on that no matter what I did for magic, some people were not going to like it, so I went with something that could easily be changed, while allowing you to use the rest of the Fantasy Concepts system as it stands.

I Hope That Helps,
Flynn
 

Thanks for the info. . . but I'm just wondering - does that mean PCs can just keep on casting anything they know (or trying to anyway) all day? I'm sure I"m missing something here. . .

:uhoh:
 

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