Looking for opinions on a few d20 sourcebooks I have in the works..

grymn

First Post
I've been working on several d20 projects that will eventually be turned into pdf's in the near future....I'm interested in getting opinions/feedback on a few of the ideas I am working with at the moment....in order to help me to decide which project to put most of my attention into finishing first....


Project #1: A fantasy wuxia d20 sourcebook for 3.5. It is being built from the ground up to be a completely fantasy-based martial arts sourcebook. No real world martial arts... It will be presented in a manner similar to Green Ronin's Master Class series (i.e. it will be a book of options for any campaign world or setting with tips on how to implement the material in your own campaign). The system is not "style" based.....it is based on Stances (feat-like mechanics) that grant the "Xia" (martial arts warrior) access to a variety of specific wuxia abilities and powers....

Project #2: An alternate free-form magic system. This system is different than other rpg magic systems because it is based directly on components. Casters using the system will compose spells by combining certain components to create the effects they want. The book will contain an extensive archive of components and their various uses......buy combining components and using spellcraft based skills they will be able to create many unique spells and effects... components will range from everything from Bone Fragments and Red Dragon Blood to Diamond Dust and Newt Eyes. The system will make being a spellcaster have a direct effect on adventuring and quests by seeking rare and unqiue components.....
 

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#1 sounds good, as long as it is easy to include in a standard D&D game, as well as being balanced.

#2 doesn't sound like my sort of thing. It would make spellcasters too dependent on components. Also it sounds like the components would be more important than the character.

Geoff.
 

I am also more interested in the #1 (Wuxia) project. Now, about that project, don't forget to have powers of fly or air-walking, which is a staple of Wuxia movies ;) Other than that, I suggest that your product includes many generic NPCs ready to use, something that ease a DM's job a lot and makes them use more readily your book. About stances, I have seen so many wuxia films, this is really an archetype: to be a good or excellent martial artist is one thing, but to learn stances usually requires either to have access to a fabled book or an instructor who is near always a Taoist hermit living on Wu-Tang mountains. These stances have something magical about them, and it is them that enables one to fly or what not. Lastly: IMO it would be a good thing to emphasize on Taoism, not just martial arts, since old hermits - martial masters speaking oddly are a staple of the genre. What else... there is so much to say about Wuxia...
 

Isn't Wuxia some kind of magic/mystical powers? Or is that what you meant?
So not really martial arts, but more a mix of mystical powers with martial skills?

About the components. Where does the magic come from? From the combination of components, or are they just a required catalyst and the magic comes from "the usual sources"? The latter is actually what the D&D magic does already, just on a very simple level with components.

I also think there are a few such systems out already, altho most focus on more mystical components (like elemtents, runes, etc), not actual physical components, so that would be a nice idea to build spells from the bottom, instead the other way around, basically.

Bye
Thanee
 


Thanee said:
Isn't Wuxia some kind of magic/mystical powers? Or is that what you meant?
So not really martial arts, but more a mix of mystical powers with martial skills?

Kind of. It's actually a genre in which martial arts training can grant what are essentially superpowers. It also involves heroes who are good guys, but usually outside the law or any kind of societal structure. An overview:

http://en.wikipedia.org/wiki/Wuxia

In the western world, it's synonymous with "really wild martial arts movies", I suspect that's the context in which the original poster meant it.
 

Vigilance said:
I like #1 the best, although I am a martial arts junkie so take that as I offer it, subjectively :)
This is known to me.....besides you an RPGObjects are one of the main reasons I've decided to do a completely fantasy based martial arts book instead of a real world martial arts book....you guys have already produce the best real world martial arts book possible....Blood & Fists! :)


Dr. Snafu said:
How do you pronounce Wuxia?
I believe its actually pronounced Woo - High".


Geoff Watson said:
#1 sounds good, as long as it is easy to include in a standard D&D game, as well as being balanced.
Its definatly going to made from the ground up to be put into any DnD campaign...I'm going with the toolkit approach and will providing a ready to use system and possibly a core class. It'll include some guidelines and advice about fitting it in to whichever world you may run your campaign in.


Geoff Watson said:
#2 doesn't sound like my sort of thing. It would make spellcasters too dependent on components. Also it sounds like the components would be more important than the character.
It would make spellcasters completely dependant on components....which would allow the DM more control over all levels. The components wouldn't necessarily be more important than the character...the character still has to advance his magical skills (one for each school of magic). Regardless, this one is taking a backseat at the moment, I'm going to throw myself full force into my martial arts book.


Turanil said:
I am also more interested in the #1 (Wuxia) project. Now, about that project, don't forget to have powers of fly or air-walking, which is a staple of Wuxia movies ;) Other than that, I suggest that your product includes many generic NPCs ready to use, something that ease a DM's job a lot and makes them use more readily your book. About stances, I have seen so many wuxia films, this is really an archetype: to be a good or excellent martial artist is one thing, but to learn stances usually requires either to have access to a fabled book or an instructor who is near always a Taoist hermit living on Wu-Tang mountains. These stances have something magical about them, and it is them that enables one to fly or what not. Lastly: IMO it would be a good thing to emphasize on Taoism, not just martial arts, since old hermits - martial masters speaking oddly are a staple of the genre. What else... there is so much to say about Wuxia...
I wouldn't dream about not including flying people and/or airwalking...i would have to beat myself to death with a rubber chicken. Anywayz, the suggestion about ready to go NPCs is going to be a definate, I think I'll dedicate a whole chapter to them, generic and iconic (possibly at multiple levels). The reason I am going to base my system on stances is because I want characters to develop their own unique styles by combining stances and techniques that fit them and what they want to do....which is somewhat prevelant in HK movies like Storm Riders and Legend of Zu (both of which are part of my inspirations for these book). I doubt I will really focus on Taosim at all. I'm wanting this to be completely fantasy, but I will definatly have the old hermit masters speaking cryptically and oddly though.


Thanee said:
Isn't Wuxia some kind of magic/mystical powers? Or is that what you meant? So not really martial arts, but more a mix of mystical powers with martial skills?
Actually the simple definition of Wuxia is Chinese Sword and Sorcery. What I am doing in the book will be ways of introducing it into a campaign along a magical/mystic martial arts system that reflects that seen in Wuxia movies such as Crouching Tiger, Hidden Dragon, Storm Riders, and Legend of Zu.

You can actually find a really good introduction to the genre at this site: http://www.heroic-cinema.com/eric/xia.html. (Although I will be taking a more "DnD' approach to presenting things)


Thanee said:
About the components. Where does the magic come from? From the combination of components, or are they just a required catalyst and the magic comes from "the usual sources"? The latter is actually what the D&D magic does already, just on a very simple level with components.
The magic comes from the spark of magical power within each component that, when combined in the correct ways, merges together to form the effects of a spell. With this system the component takes on a more direct role....you need to launch an aerial projectile of fire towards an enemy...throw in however many hawk feathers you need for distance and then add that with however much salamander blood you need for damage and say the words...


Thanee said:
I also think there are a few such systems out already, altho most focus on more mystical components (like elemtents, runes, etc), not actual physical components, so that would be a nice idea to build spells from the bottom, instead the other way around, basically.
Thats the intention. All stats of the spell would be determined by the components used to make that spell. As a class feature, Mages will actually gain free compnents from certain lists. I'm also planning some magical item rules for empowering stuf like grimoires and staves and such with the ability to mimic certain components.
 

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