Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Freeform Magical Systems
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jedavis" data-source="post: 5207473" data-attributes="member: 35933"><p>I second True Sorcery. The main thing you have to do to keep it from getting broken is to severely limit Spellcraft-boosting magic items; since there aren't any that I recall finding when playing TruSorcs (with the possible exception of an item in Magic Item Compendium that boosted Psicraft), it basically comes down to limiting player-crafted spellcraft boosters. Other than that, it's reasonably balanced and quite flexible. The main issue I've seen people have with it is that it's rather math-intensive. Casting goes something like this:</p><p></p><ul> <li data-xf-list-type="ul">Choose a Talent you want to use. Talents include things like Create Energy (Fire), Obscure, and Afflict, and provide the basis for spells. You're restricted both in the number of talents you know and which ones you can learn (you gain access to new 'tiers' of talents at 5th, 10th, and 15th).</li> <li data-xf-list-type="ul">Apply modifiers to the chosen talent's base effect. For example, Create Fire's base effect is a 5-foot radius burst within 10 feet dealing 1d4 fire damage, reflex save for half for spellcraft DC 15. Adding a die of damage is +5 DC, increasing the range by 10 feet is +1, dropping from an area to a ray is -2 (I think... it's been a while). So if you want to do 2d4 with a ray against a target 30 feet away, it's DC 20. This is easier to make than you might think; there are a number of sources for bonuses in the system, including using a Focus (+10 basically for free), adding extra components (+5 each, though a non-issue for Create Fire since it requires both V and S), Magnitude (a bonus from level, basically), and Foresee (a low-level talent that grants True Strike-like bonuses (though usually smaller) to most anything. Handy for boosting your next casting).</li> <li data-xf-list-type="ul">Make the spellcraft check. The casting time varies based on the difference between the DC and your spellcraft bonus. Spells with DCs less than your bonus are swift actions, and you don't need to roll to succeed, which is handy (but they're usually weak). It goes up from there.</li> <li data-xf-list-type="ul">Apply the spell's effects.</li> <li data-xf-list-type="ul">Take drain. Every time you cast, you take 1d8+1/5 of the spell's DC points of subdual damage (there's also a casting buffer option, which is basically a mana pool that recharges slowly and makes you fatigued when you're running low rather than knocking you unconscious). You subtract your spell energy total from the drain before it's applied - you get spell energy from your Con bonus plus some at each Magnitude. So in the above example of the DC 20 fire ray, you'd take 1d8+4-SE subdual damage. Fire Lore's a first magnitude talent, so you'd have at least 2 points of spell energy and possibly as many as 6 (if you have +4 Con), assuming you're actually First Magnitude and not something higher. It's pretty easy for low-level TruSorcs to know themselves out casting, especially when you're first learning the system and trying to put full power behind each spell. It's much better to cast lots of weak spells so you get the maximal benefit out of your Spell Energy. It's also possible to burn points of Spell Energy for +10 to spellcraft checks to cast, but this also adds 1d8 to the drain per point burnt (which recharge at 1/day). We've never actually had a TruSorc try that... maybe next time.</li> </ul><p>Conclusions: TruSorc is horrible for those who don't prep much (I had formulae for most of my Talents - ie "Ray of Fire: Range 10*(X+1), Y+1 Targets, (K+1)d4 damage. DC 13+X+4*Y+5*K"), don't handle math on the fly well, or who can't get out of the Vancian spell paradigm of huge fire-and-forget effects (There is simply no way a 5th-level TruSorc will be able to drop a 20-foot radius fireball for 5d6 damage at long range). It's great for people who like a little prep work ("How can I get the most damage out of 30 points of spellcraft DC devoted to damage?"), enjoy a little math, and prefer lots of small spells over a few big ones. The learning curve is steep, but the payoff's pretty good.</p><p></p><p>On other systems: Never played with spell points, but it seems a reasonable system if you want to stay close to Core (ie, still use the same spells rather than making up your own). Bought a pdf of EoM and never finished reading it... the huge number of variations on the same effects (they had like... 10 elements, and then many of their spells operated differently on different elements, for a huge number of different talents. TruSorc only has 52 total talents, most of which aren't available at low levels) really put me off.</p></blockquote><p></p>
[QUOTE="jedavis, post: 5207473, member: 35933"] I second True Sorcery. The main thing you have to do to keep it from getting broken is to severely limit Spellcraft-boosting magic items; since there aren't any that I recall finding when playing TruSorcs (with the possible exception of an item in Magic Item Compendium that boosted Psicraft), it basically comes down to limiting player-crafted spellcraft boosters. Other than that, it's reasonably balanced and quite flexible. The main issue I've seen people have with it is that it's rather math-intensive. Casting goes something like this: [LIST] [*]Choose a Talent you want to use. Talents include things like Create Energy (Fire), Obscure, and Afflict, and provide the basis for spells. You're restricted both in the number of talents you know and which ones you can learn (you gain access to new 'tiers' of talents at 5th, 10th, and 15th). [*]Apply modifiers to the chosen talent's base effect. For example, Create Fire's base effect is a 5-foot radius burst within 10 feet dealing 1d4 fire damage, reflex save for half for spellcraft DC 15. Adding a die of damage is +5 DC, increasing the range by 10 feet is +1, dropping from an area to a ray is -2 (I think... it's been a while). So if you want to do 2d4 with a ray against a target 30 feet away, it's DC 20. This is easier to make than you might think; there are a number of sources for bonuses in the system, including using a Focus (+10 basically for free), adding extra components (+5 each, though a non-issue for Create Fire since it requires both V and S), Magnitude (a bonus from level, basically), and Foresee (a low-level talent that grants True Strike-like bonuses (though usually smaller) to most anything. Handy for boosting your next casting). [*]Make the spellcraft check. The casting time varies based on the difference between the DC and your spellcraft bonus. Spells with DCs less than your bonus are swift actions, and you don't need to roll to succeed, which is handy (but they're usually weak). It goes up from there. [*]Apply the spell's effects. [*]Take drain. Every time you cast, you take 1d8+1/5 of the spell's DC points of subdual damage (there's also a casting buffer option, which is basically a mana pool that recharges slowly and makes you fatigued when you're running low rather than knocking you unconscious). You subtract your spell energy total from the drain before it's applied - you get spell energy from your Con bonus plus some at each Magnitude. So in the above example of the DC 20 fire ray, you'd take 1d8+4-SE subdual damage. Fire Lore's a first magnitude talent, so you'd have at least 2 points of spell energy and possibly as many as 6 (if you have +4 Con), assuming you're actually First Magnitude and not something higher. It's pretty easy for low-level TruSorcs to know themselves out casting, especially when you're first learning the system and trying to put full power behind each spell. It's much better to cast lots of weak spells so you get the maximal benefit out of your Spell Energy. It's also possible to burn points of Spell Energy for +10 to spellcraft checks to cast, but this also adds 1d8 to the drain per point burnt (which recharge at 1/day). We've never actually had a TruSorc try that... maybe next time. [/LIST] Conclusions: TruSorc is horrible for those who don't prep much (I had formulae for most of my Talents - ie "Ray of Fire: Range 10*(X+1), Y+1 Targets, (K+1)d4 damage. DC 13+X+4*Y+5*K"), don't handle math on the fly well, or who can't get out of the Vancian spell paradigm of huge fire-and-forget effects (There is simply no way a 5th-level TruSorc will be able to drop a 20-foot radius fireball for 5d6 damage at long range). It's great for people who like a little prep work ("How can I get the most damage out of 30 points of spellcraft DC devoted to damage?"), enjoy a little math, and prefer lots of small spells over a few big ones. The learning curve is steep, but the payoff's pretty good. On other systems: Never played with spell points, but it seems a reasonable system if you want to stay close to Core (ie, still use the same spells rather than making up your own). Bought a pdf of EoM and never finished reading it... the huge number of variations on the same effects (they had like... 10 elements, and then many of their spells operated differently on different elements, for a huge number of different talents. TruSorc only has 52 total talents, most of which aren't available at low levels) really put me off. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Freeform Magical Systems
Top