Ideas for Tome of Magic II

I'd want to see some good rules on TechnoMagic and a complete blending of technology and magic.

Rune and Tattoo magic also sounds cool, as does Ley Line magic.
 

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Technically Chaositech is technomagic. :)

*doesn't agree with Lord Whathisface that the cleric and wizard aren't flavor full* We got plenty of flavor. Just not everyone wants it. :p :)
 

Nightfall said:
*doesn't agree with Lord Whathisface that the cleric and wizard aren't flavor full* We got plenty of flavor. Just not everyone wants it. :p :)
Well, the concept of clerics and wizards is a great and good chock of flavour. The mechanics... are "just" the spellcasting. While getting new spells is great and good, it doesn't have that much "fun" factor associated with, as new (and unique, class-specific) class features. Plus, the very similar spellcasting system makes them a bit too similar in playing (I mean the feeling... not the way to play it... compare with psionics, there you "feel" the difference between magic and psionics, but between bookish arcanism and invocations of divine glory? Not so much.)

If clerics and wizards weren't flavourful... why do I want a new take on 'em? ;)
 


Nightfall said:
Cause...you don't know how to actually play them I guess?
I tend to disagree. I'm just interested in new takes on stuff. The takes on binding, shadow, and truenaming were really interesting... and I'm mainly interested in: What would result, if you take the flavour (as with ToM I) and try to design some nifty representation of it, without basing it on the more classic Vance-inspired take, which is inherited from previous D&D incarnations.
 
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You may but so far I've yet to see a cogent reason to change the cleric or the wizard to your needs simply because you find it "boring" to just cast spells. While it is true there is more to a wizard than his spells, what differentiates him from the others is PERSONALITY not class abilities. You can have a slightly morbid necromancer with a love of the undead, but that doesn't make him the same as another that enjoys having sex with them OR enjoys puppet mastery.

For clerics, the difference is more clear, what god they worship should influence how they act, along with the circumstances of their respective church/ideology.

That to me is how you play each class, not changing core mechanics because you can't figure out how to play them.

*isn't trying to be rude but is also trying to be educative about the means for the fact that Tome of Magic II should be about a different way of spellcasting, than it is about making new core classes*
 

Lord Tirian said:
I tend to disagree. I'm just interested in new takes on stuff. The takes on binding, shadow, and truenaming were really interesting... and I'm mainly interested in: What would result, if you take the flavour (as with ToM I) and try to design some nifty representation of it, without basing it on the more classic Vance-inspired take, which is inherited from previous D&D incarnations.


You'd get Arcana Evolved.
 

Nightfall said:
You'd get Arcana Evolved.
I have it, my friend, and I *love* the Magister. Still my favourite way to represent the archetypical wizard... but I'm just curious what other people would produce, since even AE is relatively true to the Vance-inspired system (as far as you can open it up, without making it completely different).

Nightfall said:
While it is true there is more to a wizard than his spells, what differentiates him from the others is PERSONALITY not class abilities.
Okay, I'm a bit focused on seeing new mechanics, as I usually separate fluff from crunch quite heavily, because I can make up my fluff on my own (I'm won't say anything 'bout the quality... may vary wildly) - still, more fluff on a cleric would be nice, similar to the Core Belief-articles... and appropriate mechanics would help. Class abilities are helpful to reinforce the personality of a character within the game-world, since his class abilities are the character means to interact with the game-world.

And this is the reason, why I'd like to see different takes on the "classic" ways of magic: To make them more distinct, or even to see more alternative takes on the flavour of them.
 

I'd much rather see TOMII expound on TOM rather than introducing a ton of new stuff.

That said, I'd would like to see Rune Magic done. New vestiges and Binder stuff is a definite.

Above all else, I'd like to see TOMII carry on in the spirit of TOM, outside of the box magic systems.
 


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