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Iron Heroes...what's your opinion?
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<blockquote data-quote="Iron_Chef" data-source="post: 2574115" data-attributes="member: 4530"><p>Spellcasting in Conan is fueled by Power Points; spells are placed in sorcerous traditions (schools). To learn an advanced spell, you must learn the basic spell it is based upon, IIRC. </p><p></p><p>Only one spellcasting class: The Scholar (which can represent a non-magical scholarly type or any kind of wizard). Spellcasters are rather weak to start, but can gain some very nasty spells later on. Corruption (like Dark Side Points in Star Wars) serve as a controlling factor in using black magic and making pacts with demons. Most who use "dark" spells eventually become evil, genetically mutated and insane megalomaniacs, just like Star Wars and Call of Cthulhu. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I think the Conan system works, but I just don't care for it much. YMMV.</p><p></p><p>Of the variant magic systems I've seen, my favorites are Call of Cthulhu d20, where anybody who takes the time can learn to cast spells regardless of class (casting damages ability scores and inflicts Sanity Loss to cast, similar to Vile/Corrupt spells in D&D which were based on CoC d20) and Star Wars (spells are skills and what effects you can achieve are limited by how many ranks you have in the spell).</p><p></p><p>The bedst part about CoC is you can just use it as is to replace all magic in D&D. This eliminates all spellcasting classes. You may need to add a Scholar class as per Conan, however.</p><p></p><p>With a Star Wars derivative magic system (my current pet project), for example, you could have one "fire magic" skill. Depending on how many ranks you have in Fire Magic, you can create Burning Hands, Dancing Lights, Fireball, Wall of Fire, etc. Now, each such effect has a flat or variable Vitality Point cost to cast and/or maintain. VP work just like HP in D&D, a variable number gained per character level based on class pursued. So, this serves as the controlling factor in how much magic any character can cast. A number of VP = to your character level are regained per hour. Now remember, VP are also used to evade taking wound point damage in battle. If you burn all your VP casting spells, you are probably going to die if you take damage, because that damage will go immediately to wound points! Wound Points (or WP) equal your CON stat + Toughness feats. Critical hits (when confirmed) are applied to WP, not VP, but the highest damage multiplier is x2. This makes the game much deadlier, and more realistic. Defense replaces AC, and Armor provides Damage Reduction. Shields provide a Defense bonus. Each class gains a Defense bonus variable by level similar to BAB.</p><p></p><p>When you cast a spell in a Star Wars derived magic system, you roll a d20 to set the DC of the save vs. your spell, or the efficacy of your casting (for spells with no saves or those that have beneficial effects such as heal or bull's strength). Spells that do damage <em>always </em> deliver damage, but targets can save for half.</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 2574115, member: 4530"] Spellcasting in Conan is fueled by Power Points; spells are placed in sorcerous traditions (schools). To learn an advanced spell, you must learn the basic spell it is based upon, IIRC. Only one spellcasting class: The Scholar (which can represent a non-magical scholarly type or any kind of wizard). Spellcasters are rather weak to start, but can gain some very nasty spells later on. Corruption (like Dark Side Points in Star Wars) serve as a controlling factor in using black magic and making pacts with demons. Most who use "dark" spells eventually become evil, genetically mutated and insane megalomaniacs, just like Star Wars and Call of Cthulhu. :D I think the Conan system works, but I just don't care for it much. YMMV. Of the variant magic systems I've seen, my favorites are Call of Cthulhu d20, where anybody who takes the time can learn to cast spells regardless of class (casting damages ability scores and inflicts Sanity Loss to cast, similar to Vile/Corrupt spells in D&D which were based on CoC d20) and Star Wars (spells are skills and what effects you can achieve are limited by how many ranks you have in the spell). The bedst part about CoC is you can just use it as is to replace all magic in D&D. This eliminates all spellcasting classes. You may need to add a Scholar class as per Conan, however. With a Star Wars derivative magic system (my current pet project), for example, you could have one "fire magic" skill. Depending on how many ranks you have in Fire Magic, you can create Burning Hands, Dancing Lights, Fireball, Wall of Fire, etc. Now, each such effect has a flat or variable Vitality Point cost to cast and/or maintain. VP work just like HP in D&D, a variable number gained per character level based on class pursued. So, this serves as the controlling factor in how much magic any character can cast. A number of VP = to your character level are regained per hour. Now remember, VP are also used to evade taking wound point damage in battle. If you burn all your VP casting spells, you are probably going to die if you take damage, because that damage will go immediately to wound points! Wound Points (or WP) equal your CON stat + Toughness feats. Critical hits (when confirmed) are applied to WP, not VP, but the highest damage multiplier is x2. This makes the game much deadlier, and more realistic. Defense replaces AC, and Armor provides Damage Reduction. Shields provide a Defense bonus. Each class gains a Defense bonus variable by level similar to BAB. When you cast a spell in a Star Wars derived magic system, you roll a d20 to set the DC of the save vs. your spell, or the efficacy of your casting (for spells with no saves or those that have beneficial effects such as heal or bull's strength). Spells that do damage [I]always [/I] deliver damage, but targets can save for half. [/QUOTE]
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