Christian said:
I wonder how well the Wheel of Time magic system could be integrated into this sub-game. Some pieces are rather setting-specific, and I don't know how much of it is OGC, either; but it had a pretty good power level & appropriate flavor, as I recall ...
EXCEPT that it used spell slots. Spell SLOTS!!! in a setting based on the
Wheel of Time novels - the books that prompted TSR to introduce "Channeling" in the
Player's Option: Spells & Magic book.
All RPG magic does not have to be based on bloody spell slots! I believe the first d20 game to attempt to replace them (in a reasonably balanced way, IMO) was FFG's
Midnight. That game's magic system dumped spell slots (and class lists) for spell energy, limits on spell access and learning spells, and the ability to "overcast" at great risk. It also allowed talismans to reduce the cost of spells and let characters combine forces to channel powerful magic. And all those things suit the
Wheel of Time world better than the system that was in the
Wheel of Time RPG. The only downside is that FFG kept the OGL D&D spell list, rather than totally rewriting it (a decision I can't totally blame them for).
I tried rewriting the list to eliminate D&D magic. It wasn't THAT hard. I don't think it was totally balanced, but I didn't get to playtest it either. Basically, you start by saying that characters get talents rather than schools. Stealing from the WoT game, you have (off the top of my head): Balefire, Cloud Dancing, Conjunction, Earth singing, Elementalism, Healing, Travelling, Warding and a few others. You need one for illusions, for example, but I can't remember what it was called. And obviously, in a non-WoT setting, you could dump "Balefire."
That's the basics. As to why we're reworking the
Iron Heroes magic system? Because when you have "close to perfect," you really want "perfect" of course.
