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Fire & Forget Magic System: Should they replace it?
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<blockquote data-quote="EarthsShadow" data-source="post: 384521" data-attributes="member: 3531"><p><strong>In just about all ways</strong></p><p></p><p>How are they better? To me, they make more sense logically and in theory.</p><p></p><p>The psionics makes more sense because it simulates the fact that you know the power/spell, you have so many points of power available and when you cast the spell/use the power, you lose a number of points equal to the power cost. If you want to maintain it, it costs more points. If you want to increase its potential and power, it costs more points. And if your out of points, then you can't use your powers/cast spells more until you meditate/relax. </p><p></p><p>Star Wars/Archer Foundation sourcebook for psionics/the Force makes more sense because its skills and feats based and the more you use these powers the more you drain yourself, in game mechanics you lose vitality. Sure they both use vitality/wound points instead of hit points, but then again I am in favor of VP/WP because to me it just makes more sense. It's not limited to a certain number of slots available each day, and if a person with the power wanted to use it, then its available all the time.</p><p></p><p>Sovereign Stone is superior to DnD because it does a really awesome job in simulating the fact that you are truly channeling magical energy to form a spell. Each round you must make a channeling roll to see if it is taxing to you, and you must determine how much mana is channeled during that round. Once you get to the Mana Threshold, then the spell is cast. You are not limited to a specific number of slots determining which level of slots you can cast from. If you know the spell, you know it and you can cast it all day long if you want to using SS, as long as you can make your channeling resistance rolls, or else you could knock yourself out or even kill yourself.</p><p></p><p>Call of Cthulu is superior because the spells are not based on spell levels, not based on a class, and once you know it, you can cast it at the cost of bodily harm/sanity. Convert this over to DnD, each spell could be on its own and could have a drain save of some kind when casting the spell, if failed then the spell could do temporary harm to the caster or whatever, depending on the type of spell being cast. </p><p></p><p>Chaos Magic from Mongoose is superior in its own way because you have the option of creating the effects you desire as you cast the spell and you are not limited to the standard spells.</p></blockquote><p></p>
[QUOTE="EarthsShadow, post: 384521, member: 3531"] [b]In just about all ways[/b] How are they better? To me, they make more sense logically and in theory. The psionics makes more sense because it simulates the fact that you know the power/spell, you have so many points of power available and when you cast the spell/use the power, you lose a number of points equal to the power cost. If you want to maintain it, it costs more points. If you want to increase its potential and power, it costs more points. And if your out of points, then you can't use your powers/cast spells more until you meditate/relax. Star Wars/Archer Foundation sourcebook for psionics/the Force makes more sense because its skills and feats based and the more you use these powers the more you drain yourself, in game mechanics you lose vitality. Sure they both use vitality/wound points instead of hit points, but then again I am in favor of VP/WP because to me it just makes more sense. It's not limited to a certain number of slots available each day, and if a person with the power wanted to use it, then its available all the time. Sovereign Stone is superior to DnD because it does a really awesome job in simulating the fact that you are truly channeling magical energy to form a spell. Each round you must make a channeling roll to see if it is taxing to you, and you must determine how much mana is channeled during that round. Once you get to the Mana Threshold, then the spell is cast. You are not limited to a specific number of slots determining which level of slots you can cast from. If you know the spell, you know it and you can cast it all day long if you want to using SS, as long as you can make your channeling resistance rolls, or else you could knock yourself out or even kill yourself. Call of Cthulu is superior because the spells are not based on spell levels, not based on a class, and once you know it, you can cast it at the cost of bodily harm/sanity. Convert this over to DnD, each spell could be on its own and could have a drain save of some kind when casting the spell, if failed then the spell could do temporary harm to the caster or whatever, depending on the type of spell being cast. Chaos Magic from Mongoose is superior in its own way because you have the option of creating the effects you desire as you cast the spell and you are not limited to the standard spells. [/QUOTE]
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Fire & Forget Magic System: Should they replace it?
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