bento
Explorer
I've been posting over at the "True Sorcery First Impressions?" thread about my disappointment that the book wasn't more spells to supplement the True 20 line. I though instead of complaining (and I can't complain because I didn't buy the book), I'd post my predicament here.
Since we have so many people who have tried different sets of magic rules and have great opinions about what works/what doesn't, I'd like to pick your brains.
I want to port over my Oriental Adventures campaign from D&D 3.5 to True 20. In our old campaign, some of our classes came from "Complete Divine" and "Complete Arcane" - Shugenja, Spirit Shaman, Warmage and Wu Jen.
While I'm basing my campaign in old Kara-Tur, I'm overlaying a storyline that's much more "Avatar the Airbinder" that's now running on Nickleodeon. Basic story - players live on island where a group of powerful Shugenjas are trying to overthrown the crown and establish a theocracy based on the Order of the Comsuming Flame. Our heroes will fail to foil their initial plot, and after fleeing the island, they will visit the other nations of Kara-Tur to unify the other Shugenja orders and ultimately defeat the OotCF.
Needless to say, I need a magic system that I can overlay elemental magic paths onto. WoTC developed 4 elemental paths with eight various orders, plus Void. I could also include a variation of a druid to represent the element of "life." The other magic user classes are Spirit Shaman, which I use as the local "Shinto" priest class, Wu Jen, which can tap into any of the elemental areas but lack their control and Warmage, which is the foot soldier for the Fire Nation (Oops - I mean the OotCF).
What I am looking for is established character paths for each of these and the appropriate spell lists. Maybe I only need to sit down with all my books and start coming up with this from scratch, but it looks like a lot more work than I'm willing to put into it.
I love the idea of fatigue, that most spells cost something to use, and you can burn out quickly if you use too many too fast. The other limitation is my players, who have on average less that 10 months experience with RPGs.
Any suggestions?
Since we have so many people who have tried different sets of magic rules and have great opinions about what works/what doesn't, I'd like to pick your brains.
I want to port over my Oriental Adventures campaign from D&D 3.5 to True 20. In our old campaign, some of our classes came from "Complete Divine" and "Complete Arcane" - Shugenja, Spirit Shaman, Warmage and Wu Jen.
While I'm basing my campaign in old Kara-Tur, I'm overlaying a storyline that's much more "Avatar the Airbinder" that's now running on Nickleodeon. Basic story - players live on island where a group of powerful Shugenjas are trying to overthrown the crown and establish a theocracy based on the Order of the Comsuming Flame. Our heroes will fail to foil their initial plot, and after fleeing the island, they will visit the other nations of Kara-Tur to unify the other Shugenja orders and ultimately defeat the OotCF.
Needless to say, I need a magic system that I can overlay elemental magic paths onto. WoTC developed 4 elemental paths with eight various orders, plus Void. I could also include a variation of a druid to represent the element of "life." The other magic user classes are Spirit Shaman, which I use as the local "Shinto" priest class, Wu Jen, which can tap into any of the elemental areas but lack their control and Warmage, which is the foot soldier for the Fire Nation (Oops - I mean the OotCF).
What I am looking for is established character paths for each of these and the appropriate spell lists. Maybe I only need to sit down with all my books and start coming up with this from scratch, but it looks like a lot more work than I'm willing to put into it.
I love the idea of fatigue, that most spells cost something to use, and you can burn out quickly if you use too many too fast. The other limitation is my players, who have on average less that 10 months experience with RPGs.
Any suggestions?



