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Tailoring magic to fit this type of world
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2047482" data-attributes="member: 12332"><p>I'm currently pretty fond of the Black Company magic system for low magic. It presupposes 50+ level casters, so you'll find casters stay relatively weak throughout the non-epic levels while still having quite a bit they're capable of.</p><p></p><p>Just using the system, without some of the optional add-ons (like True Names, Edges, etc) I think it can be tacked on to Grim Tales rather easily. </p><p></p><p>BCCS casters need 3 stats: Charisma (Magic Use is a Cha skill), Spell Energy is based on Con, and the held/lynchpined spells (think "Memorized") are based on Int. With a 28 point buy, our wizard still felt tight. (So you don't get one stat pumped).</p><p></p><p>You'll find that casters need to be 2nd Magnitude before they can start regularly whipping out spells that hurt others. That's high teens. My caster recently reached 1st Mag at 5th level and can create, as a free action, a +2 Sheild AC Force effect that lasts 3 rounds. That's the only useful thing he can do as a Swift action. Because Ranges are so short, he actually can't cast any effective offensive spells in one round, because he has to augment up some distance on it. </p><p></p><p>Of course, the held spells per day (equal to Int bonus) can be pretty much anything he can cast. These regularly get into DCs that take almost a minute or more to cast but can whomp down, say, 6d4 Nonlethal damage in a 20' burst at 50'. (With the Force talent).</p><p></p><p>I think that sort of system has alot of untested play in it ... racial talent groups, tweaking the Aptitude rules so some races cast FASTER and the talent base DCs so some races cast STRONGER. </p><p></p><p>I'm also quite a big fan of the Alternity "Beyond Science" magic rules. I did some work converting some of those to d20. The basic premise is that each "Kind" of magic is a seperate talent feat and that there are certain spell effects. Each of those is a skill, and different effects reflect different DCs, or are based on ranks. So, say, you'd have a Summoning spell and the DC you set yourself would determine the CR of the creature you conjured up, etc. This sort of system gives you very strictly defined magical traditions, which you may like. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2047482, member: 12332"] I'm currently pretty fond of the Black Company magic system for low magic. It presupposes 50+ level casters, so you'll find casters stay relatively weak throughout the non-epic levels while still having quite a bit they're capable of. Just using the system, without some of the optional add-ons (like True Names, Edges, etc) I think it can be tacked on to Grim Tales rather easily. BCCS casters need 3 stats: Charisma (Magic Use is a Cha skill), Spell Energy is based on Con, and the held/lynchpined spells (think "Memorized") are based on Int. With a 28 point buy, our wizard still felt tight. (So you don't get one stat pumped). You'll find that casters need to be 2nd Magnitude before they can start regularly whipping out spells that hurt others. That's high teens. My caster recently reached 1st Mag at 5th level and can create, as a free action, a +2 Sheild AC Force effect that lasts 3 rounds. That's the only useful thing he can do as a Swift action. Because Ranges are so short, he actually can't cast any effective offensive spells in one round, because he has to augment up some distance on it. Of course, the held spells per day (equal to Int bonus) can be pretty much anything he can cast. These regularly get into DCs that take almost a minute or more to cast but can whomp down, say, 6d4 Nonlethal damage in a 20' burst at 50'. (With the Force talent). I think that sort of system has alot of untested play in it ... racial talent groups, tweaking the Aptitude rules so some races cast FASTER and the talent base DCs so some races cast STRONGER. I'm also quite a big fan of the Alternity "Beyond Science" magic rules. I did some work converting some of those to d20. The basic premise is that each "Kind" of magic is a seperate talent feat and that there are certain spell effects. Each of those is a skill, and different effects reflect different DCs, or are based on ranks. So, say, you'd have a Summoning spell and the DC you set yourself would determine the CR of the creature you conjured up, etc. This sort of system gives you very strictly defined magical traditions, which you may like. --fje [/QUOTE]
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