How many is too many?

blackshirt5

First Post
Since I'm still designing the rest of my campaign world while I'm running part of it(I've found that it's easier to design a campaign world while it's being played in, it takes on whole new dimensions), I was thinking today about magic and psionics. How many is too many?

By that, I mean, how many different types is too many? I've already got the normal Vancian magic system in place IMC, and my psionics combination(WotC and Ken Hood, plus some Star Wars Force), although they haven't seen that yet in game(or out of game, for that matter). I was thinking about adding in other schools of magic, in the forms of Elements of Magic, Wheel of Time, Arcana Unearthed(when it comes out), and Nyambe(if it's different from regular D&D). I'm gonna work on making them all work together, and making sure none of them blow the others out of the water. Am I insane to do so, or could this work?

Personally, when it came to me it sounded brilliant, a great idea. It still sounds great, but I'm willing to listen to others on this one.
 

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Actually, I've been pondering the same approach in my current campaign. We're only five sessions in, and I've implemented the EoM system as the standard approach to magic in the setting... but I've broken down mage 'classes' into a collection of 'traditions.' It's a very flavor-oriented approach... and I've been considering exploring other magic systems to represent traditions the characters are highly unfamiliar with. It had occurred to me that the EoM system... though it has its strengths and flaws when compared to the standard system... is theoretically structured to balance with the core rules. And I think it'll work to include them in the same world.

The only thing that slows me up a bit is that I'm not sure how well multi-classing into two different systems of magic would work... and I'm sure to see PC's take an interest in doing so if the opportunity arises (and it makes sense for their characters...). Strangely... it would probably not be too problematic.

Though I've run a couple of Wheel of Time games, I hadn't considered cross-implementation of the One Power in a campaign with Vancian magic.... I'd say go for it... just keep a careful eye on balance and availability.
 

Yeah, hopefully I should get Elements of Magic from RPGShop next week(when I've got money), and then I can print it at the college(along with the Dark Sun MM from athas.org) and read it over, put it in my notebook.

The One Power is one that I've been thinking of for a while anyway, because I like the idea that you can try to cast more powerful spells, but if you stretch yourself too thin, you might snap and lose the ability to cast at all.

I don't think I'd allow people to multi-class between spellcasting classes(much), mainly because each one of them requires a certain type of training(possibly, it's all theoretical right now).
 

Yeah, u don't want me or Ancaru going all midevil with different types of magic missle on ya! Actually you don't have to worry about that with me since I normally don't play spell casters. Also try not to blow your mind out changing the system cuz I would like your help play testing my Shinobi class to make sure it isn't godly over powered.
 

Hey, I can do both. I'm the DM. And therefore I'm an Overgod.

I guess now wouldn't be a good time to mention that I'm also gonna be using quite a few Encyclopedia Arcane supplements either. This is gonna be heavier than my dog.

Did I mention that I'm also going to be using the Ritual and True Ritual rules from Relics and Rituals 1 & 2, as well as the additional spells from said books? Still considering the possibility of using Magic of Faerun(I like some of the crunchy stuff from FR, but not the setting itself), but I know I'm gonna pick of Magic of Rokugan.
 
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