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Let's summarize the various d20 magic systems up there
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<blockquote data-quote="argo" data-source="post: 2048832" data-attributes="member: 5752"><p><strong>Spellcasting in BESM d20</strong></p><p></p><p>BESM d20 uses a point-based character creation system. Characters have a number of points with which to buy "attributes" (and can also take "defects" to gain points back). It has two different spellcasting mechanics both of which are expressed as attributes. The thing about BESM is that since it attempts to be a quasi-generic system it puts a heavy burden on the DM to tinker with the system to produce the exact results desired for his campaign.</p><p></p><p>The first spellcasting attribute is the <strong>Dynamic Sorcery</strong> attribute which is basically an attempt to port over DnD spells to a point-based system. Dynamic Sorcery costs 8 character points per rank of the attribute (thats a lot of character points for those of you who who are wondering). Having 1 rank in the attribute lets you cast spells which are the equivalent of 0th level DnD spells. Having 10 ranks in the attribute lets you cast spells which are the equivalent of 9th level DnD spells. Casting spells costs Energy Points and the number of EP required depends on the rank of the attribute you are manafesting at (so casting at Rank 1 costs 1EP and at rank 10 costs 100 EP) you need to manafest at a rank equivalent to the power of the effect you desire. There is no system for "memorizing" spells and no mechanic for "spells known" beyond what the DM imposes. The basic system lets you have spontaneous spellcasting from your entire list as soon as you are of an appropriate rank to cast those spells. The rulebook also suggest cutting the cost of the attribute in half if the player is casting spells from one related discipline (all abjurations for example) or cutting it to 1/4 the cost if the magic only works in an "alternate world" type setting (such as powers that only work in the world of dreams, etc).</p><p></p><p>Personally I'm not terribly fond of Dynamic Sorcery. It is more of a framework mechanic that offers the DM a place to start out crafting his own magic system than anything else. Its only real positive value is that it is designed to readily accept spells designed for the core DnD system thus meaning that the DM/player does not have to invent his own spell list. In theory you could invent spells on the fly using Dynamic Sorcery and simply decide that "this spell is about equivalent to a third level spell so it will cost that much to cast" but without some guidlines for doing this it will take some very good DM's and players to play that fast and loose.</p><p></p><p>The second spellcasting attribute is the <strong>Magic</strong> attribute and this one is a lot more interesting I think. A character aquires the Magic attribute at a cost of 4 character points per rank and the attribute returns 10 character points per rank to be spent on other BESM attributes which then become "magic powers" for the character. These powers also cost the character energy points to activate.</p><p></p><p>Given the wide variety of attributes in BESM, the near-infinite combinations and how easy it is to invent new attributes and slot them into the system this mechanic offers a way to create almost any magical ability you can think of without having to confine yourself to the stricture of a "level" system for spells. The only real downside is that you have to define what each magic power is when you buy it, no making up powers on the fly. However given that many BESM attributes are themselves broadly defined this is not as much of a problem as it would seem. For example if you buy a couple ranks of the Telekinesis attribute as a magic power that is itself a prety versatile "spell".</p><p></p><p>Anyway, like I said the mantra of BESM is that it is a toolkit for DM's to play with but given that these are some prety usefull spellcasting mechanics that a DM can tear apart and customize.</p><p></p><p>Later.</p></blockquote><p></p>
[QUOTE="argo, post: 2048832, member: 5752"] [b]Spellcasting in BESM d20[/b] BESM d20 uses a point-based character creation system. Characters have a number of points with which to buy "attributes" (and can also take "defects" to gain points back). It has two different spellcasting mechanics both of which are expressed as attributes. The thing about BESM is that since it attempts to be a quasi-generic system it puts a heavy burden on the DM to tinker with the system to produce the exact results desired for his campaign. The first spellcasting attribute is the [b]Dynamic Sorcery[/b] attribute which is basically an attempt to port over DnD spells to a point-based system. Dynamic Sorcery costs 8 character points per rank of the attribute (thats a lot of character points for those of you who who are wondering). Having 1 rank in the attribute lets you cast spells which are the equivalent of 0th level DnD spells. Having 10 ranks in the attribute lets you cast spells which are the equivalent of 9th level DnD spells. Casting spells costs Energy Points and the number of EP required depends on the rank of the attribute you are manafesting at (so casting at Rank 1 costs 1EP and at rank 10 costs 100 EP) you need to manafest at a rank equivalent to the power of the effect you desire. There is no system for "memorizing" spells and no mechanic for "spells known" beyond what the DM imposes. The basic system lets you have spontaneous spellcasting from your entire list as soon as you are of an appropriate rank to cast those spells. The rulebook also suggest cutting the cost of the attribute in half if the player is casting spells from one related discipline (all abjurations for example) or cutting it to 1/4 the cost if the magic only works in an "alternate world" type setting (such as powers that only work in the world of dreams, etc). Personally I'm not terribly fond of Dynamic Sorcery. It is more of a framework mechanic that offers the DM a place to start out crafting his own magic system than anything else. Its only real positive value is that it is designed to readily accept spells designed for the core DnD system thus meaning that the DM/player does not have to invent his own spell list. In theory you could invent spells on the fly using Dynamic Sorcery and simply decide that "this spell is about equivalent to a third level spell so it will cost that much to cast" but without some guidlines for doing this it will take some very good DM's and players to play that fast and loose. The second spellcasting attribute is the [b]Magic[/b] attribute and this one is a lot more interesting I think. A character aquires the Magic attribute at a cost of 4 character points per rank and the attribute returns 10 character points per rank to be spent on other BESM attributes which then become "magic powers" for the character. These powers also cost the character energy points to activate. Given the wide variety of attributes in BESM, the near-infinite combinations and how easy it is to invent new attributes and slot them into the system this mechanic offers a way to create almost any magical ability you can think of without having to confine yourself to the stricture of a "level" system for spells. The only real downside is that you have to define what each magic power is when you buy it, no making up powers on the fly. However given that many BESM attributes are themselves broadly defined this is not as much of a problem as it would seem. For example if you buy a couple ranks of the Telekinesis attribute as a magic power that is itself a prety versatile "spell". Anyway, like I said the mantra of BESM is that it is a toolkit for DM's to play with but given that these are some prety usefull spellcasting mechanics that a DM can tear apart and customize. Later. [/QUOTE]
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