Midkemia D20

jdrakeh said:
This might have been the case back in 1999, but there is nothing to indicate that this is the case now - in fact, between the announcement on their web site mentioned elswhere in this thread, and response received on another forum, there is quite a bit to indicate that this is not the case at the present time.

Note I said that I asked about this recently (within the last nine months) on RPGnet and got an official response that indicated that the author is both familiar with d20 and has looked into using it, but had not comitted to anything at this point in time.

That's interesting to hear, then. Oh well, it's too bad, if they're not going to consider it. There's no way I'd be able to get my group to try a new system of gaming, especially since some of them haven't read any of the novels. Would be much easier if it was D20.

One can always hope, I guess.

Banshee
 

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whatever works best for the world is what I want even if that's a brand spanking new system. Sure you can shoe horn anything into d20 and frequently get a good game, that doens't mean though that a different system wouldn't of been better for the setting.
 

Banshee16 said:
I took part in a thread on the WotC boards where we were trying to work out how the magic system, which is differentiated between Lesser and Greater Paths would work. There were some really good ideas flying around.

Artificer seems like a natural for the Lesser path (wish I could take credit for that) especially as Lesser path magicians are known for their creation of magic items.

Still haven't figured out how to Sorcery, Wizardry and Specialist Wizardry all fit into the Greater Path. Wasn't there a "different" approach to magic studying with the elder elves under the ice? Wasn't it learned from their Valheru masters? Ahh ... that would be a good fit for Sorcery; its the primal power that was wielded by the Valeru.

What would that mean for some 1st level character who wants to be a sorceror though ... perhaps one studies with Nakor or one of his blue riders and learns a few of his tricks which starts them along the path ...

The orthodox acadamies would of course teach wizardry (with some choosing to specialize) as the greater path. I'll have to go hit the WotC site and see what some of the other ideas were.
 

Well in Midkemia are different kinds of Magic and Magic Users:

1) The Divine Magic Users -Clerics: These are almost like teh Core Clerics. They heal, can turn Undead (Black Slayers in Silverthorn) and have some divining powers.

2) the arcane Spell Users
2.1) The human magicians of the lesser path. They have an elemental affinity and use a lot of items (srcolls, crystal globes etc.). They have deadly spells to, but no world-shaking powers.
2.2) The human magician of the greater path. They are like the core sorcerer with a wizards array of spells. Do not use Items (apart from the teleporting devices which are made by lesser path magicians). They have th world shaking powers.

3) others
3.1) hedge mages, witches seers etc.. these are all untrained humans, born with an affinity for an aspect of magic (ie. Rogen in Silverthorn for Divination - foresight). Most of them do not have significant powers. Nakor is unique, as he had connection to a good for a long time. He is neither cleric nor magician but a mixture of both with a sprinkling of monk. And he has large powers.

4) Elven magic.
The elven Spellweavers use a subtle magic that is tied to their environment (the elven forest). There they have great powers of offensive (sleeping glades) and defensive magic.

The Eldar do not take action in the books, but teach pug a lot of his knowledge. We can assume, that they have great powers.

5) Other non human magic

5.1) We can assume that the goblins have shamans that fill the role of magician and cleric. No flashy or world shaking powers. Adepts.

5.2.) The Cho-ja (sp?) Magicians in Mistress of the Emire have great defensive powers and can construct cities with their magic.

5.3) Valheru There are some Items (Thomas armor) that can be used but not active magic. So we just put this under artifacts.

5.4) Othereworldly magic: Demons of the fith circle, Lords of the Dread, The Hall of worlds, the oracle af Aal etc. I do not count them in.
(I do not have the books with me so there might be some more examples.)


So, the biggest issue to resolve is: How to make all different path of magic useable and equal in power ruleswise.
As I see it, a Spellweaver is a NPC class.
If you play in Midkemia, you do not have any Cho-ja.

If you sort out wild Talent (maybe use it as a background option for Humans), you only have to fix Clerics, Lesser Path and Greater Path Magicians.

That could be done if you give the LP Magicians the power to create items and some abilities to use them, it should balance out against the GP Magicians with their powers.
 


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