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[Iron Heroes] Magic oddities.
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<blockquote data-quote="JohnSnow" data-source="post: 2479249" data-attributes="member: 32164"><p>EXCEPT that it used spell slots. Spell SLOTS!!! in a setting based on the <em>Wheel of Time</em> novels - the books that prompted TSR to introduce "Channeling" in the <em>Player's Option: Spells & Magic</em> book.</p><p></p><p>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 <em>Midnight</em>. 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 <em>Wheel of Time</em> world better than the system that was in the <em>Wheel of Time</em> 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).</p><p></p><p>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."</p><p></p><p>That's the basics. As to why we're reworking the <em>Iron Heroes</em> magic system? Because when you have "close to perfect," you really want "perfect" of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2479249, member: 32164"] EXCEPT that it used spell slots. Spell SLOTS!!! in a setting based on the [i]Wheel of Time[/i] novels - the books that prompted TSR to introduce "Channeling" in the [i]Player's Option: Spells & Magic[/i] 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 [i]Midnight[/i]. 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 [i]Wheel of Time[/i] world better than the system that was in the [i]Wheel of Time[/i] 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 [i]Iron Heroes[/i] magic system? Because when you have "close to perfect," you really want "perfect" of course. :cool: [/QUOTE]
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