The Best Magic (and stuff) System of them All!

Which Magic (and stuff) System do YOU like the best?

  • Normal DnD

    Votes: 18 27.3%
  • Wheel of Time

    Votes: 8 12.1%
  • Call of Cthulhu

    Votes: 10 15.2%
  • Sovereign Stone

    Votes: 6 9.1%
  • Starwars d20 Force Powers

    Votes: 3 4.5%
  • Psionics

    Votes: 3 4.5%
  • Other, please specify

    Votes: 18 27.3%

The one from GURPS Cabal. This one is bloody brilliant.

Oh, and you can probably use the concepts in it pretty easily for D&D (or any other magic system) as well - in essence, it's just a bunch of modifiers slapped on another magic system (GURPS Magic, in this case). Setting up some kind of DC system for D&D spells shouldn't be too hard.
 

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Zappo said:
This depends too heavily on the setting. For D&D, the best system is the D&D one.

Well, for some people :) I've hated vancian magic ever since I first played Ars Magica... even in Greyhawk.
 

The problem with using an Ars Magica-ish magic system in D&D is that it auto-assumes that spellcasters are miles ahead in power-level than non-casters. So while I really like Ars Magica, it doesn't seem to be doable for a more-balanced game.
 

Dinkeldog said:
The problem with using an Ars Magica-ish magic system in D&D is that it auto-assumes that spellcasters are miles ahead in power-level than non-casters. So while I really like Ars Magica, it doesn't seem to be doable for a more-balanced game.

I disagree. It's all in the downsides and limitations to the magic system.
 

Look, don't argue with me. Argue with Jonathon Tweet. I'm not the one who designed the system and said, "Create one mage, one cohort, and a few mooks. Expect the mage to be much more powerful than the others." It's a great magic system, don't get me wrong. It's just not balanced at all.
 

Dinkeldog said:
Look, don't argue with me. Argue with Jonathon Tweet. I'm not the one who designed the system and said, "Create one mage, one cohort, and a few mooks. Expect the mage to be much more powerful than the others." It's a great magic system, don't get me wrong. It's just not balanced at all.

It was never supposed to be. Ars Magic is, of course, ABOUT the mage. The whole party system is really optional, when you get right down to it.

But the basic CONCEPT, of a freeform magic system ala Ars Magica, is not inherently unbalanced. Talislanta has a free-form magic system, for example, and mongooses Chaos Magic tried (although it was a poor implimentation, IMHO), and both of those are designed to co-exist along with fighters and theives and such. It all depends on how it's implimented.
 

Gotta be d10 Legend of the Five Rings. You learn a base spell then can do basically whatever you want to it, with specific target Number increments. Stuff not listed, the GM makes up on the fly, but the rules cover a good number of options. TN's go down as you grow familiar with the spell and develop it.

The coolest thing is it's all about manipulating the elements. A master of Fire might not even know ANY spells, he could just, say, call the heat from the air to form a blade of fire. Doing so as a trained spell will have a lower TN though.

Great, flexible system.
 

I voted for Sovereign Stone because of those noted I like that one best. But I would like to add that the mana-based system of Everquest RPG is also very high on my like-list and the Ars Magica system merits at least interest for their on-the-fly spell creating rules.
 

Tsyr said:


It was never supposed to be. Ars Magic is, of course, ABOUT the mage. The whole party system is really optional, when you get right down to it.

But the basic CONCEPT, of a freeform magic system ala Ars Magica, is not inherently unbalanced. Talislanta has a free-form magic system, for example, and mongooses Chaos Magic tried (although it was a poor implimentation, IMHO), and both of those are designed to co-exist along with fighters and theives and such. It all depends on how it's implimented.

My vote is for Mongooses "Chaos Magic" but your right it does depend on implimentation, as i've heavily modified the system to work IMC.
 

I am saying EARTHDAWN, even if it isn't d20. I still think it had the best magic system and the best way to handle magic items and weapons.
 

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