I hate the D&D magic system as presented in the core rules. Hate it.
In my seemingly unending quest to strike the right magical balance for my fantasy campaign I've purchased a couple of alternative magic systems: Grim Tales, Sovereign Stone, Thieves' World, Elements of Magic. I've read some reviews of AU/AE. Most seem to focus more on the mechanics of casting rather than modifying the actual spells. I like the various spellcasting modifications that Grim Tales and the Thieves' World Player's Guide offer. Grim Tales is probably my favorite, but too drastic a change for the campaign setting. TWPG is the current winner for a balance between "too low" and "too f-ing high".
However, both assume/allow for standard D&D spells. I've only recently converted my campaign to d20 and so far magic has been backdrop only (no spellcaster PCs yet). Do the mechanical changes go far enough to change the feel away from High Magic? Or do spells like Haste, Teleport, etc. preserve the high magic feel? I recognize the flavor that the skill-based casting and risks provide and I love them, I just worry that they only address one half of the equation.
Elements of Magic is phenomenal, but has a steep learning curve and at least appears to result in another High Magic result unless I modify the system.
I've also heard that AU/AE structures magic around the 4 classical medieval elements. Although this appeals to me, I'm also under the impression that AU/AE is High Magic, just like D&D.
Any actual play experiences/recommendations? I'm currently taking the "start with no spells and add what you want" approach, but it's slow going.
Thanks,
Azgulor
In my seemingly unending quest to strike the right magical balance for my fantasy campaign I've purchased a couple of alternative magic systems: Grim Tales, Sovereign Stone, Thieves' World, Elements of Magic. I've read some reviews of AU/AE. Most seem to focus more on the mechanics of casting rather than modifying the actual spells. I like the various spellcasting modifications that Grim Tales and the Thieves' World Player's Guide offer. Grim Tales is probably my favorite, but too drastic a change for the campaign setting. TWPG is the current winner for a balance between "too low" and "too f-ing high".
However, both assume/allow for standard D&D spells. I've only recently converted my campaign to d20 and so far magic has been backdrop only (no spellcaster PCs yet). Do the mechanical changes go far enough to change the feel away from High Magic? Or do spells like Haste, Teleport, etc. preserve the high magic feel? I recognize the flavor that the skill-based casting and risks provide and I love them, I just worry that they only address one half of the equation.
Elements of Magic is phenomenal, but has a steep learning curve and at least appears to result in another High Magic result unless I modify the system.
I've also heard that AU/AE structures magic around the 4 classical medieval elements. Although this appeals to me, I'm also under the impression that AU/AE is High Magic, just like D&D.
Any actual play experiences/recommendations? I'm currently taking the "start with no spells and add what you want" approach, but it's slow going.
Thanks,
Azgulor


