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Thoughts on Harry Potter d20
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<blockquote data-quote="HeavenShallBurn" data-source="post: 5668717" data-attributes="member: 39593"><p>That's been a given from the start.</p><p>Those rules are, really not very well done nor do they fit the HP themes. Mind you I was looking at variations of the UA Incantation rules for learning spells, but these are not suited for actually designing the spells themselves.</p><p>I already have Elements of Magic and it's a very good product, one I recommend. However it's actually worse for my specific purposes here than the standard one, by using a skill and DC system for effects you're tying down progressions into a certain pattern and the HPverse has a rather different pattern so to use it I'd have to rework the mechanics of significant portions of the system. Whereas with the standard D&D spell system I can leave them mechanically unchanged and just readjust when they become available/learnable to fit the HP flavor.</p><p></p><p></p><p>That's why I was looking at a simplified version of <a href="http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm" target="_blank">Recharge Magic</a> to replace Vancian or Mana Pool systems.</p><p></p><p>Yes, that's my major task right now. Finding the closest D&D spell mechanically once that's done it's just a matter of tweaking them rather than designing an entirely new magic system from scratch. Please feel free to point me at a good D&D counterpart spell if you find my list incomplete.</p><p></p><p>Not really necessary as you can get the same kind of skill rank variations by different ability scores and skill point allocation. I'd peg all the Hogwarts students as a single base class mechanically differentiated by feats, skill allocation, and ability score. Wizards can learn new spells independently of their level and I'd have PCs learn new spells based on such a mechanic, rather than level-up freebies. (Though it certainly explains Harry and Ron's lack of known spells, they were coasting along just picking up freebies instead of going out looking for useful magic.)</p><p></p><p>The thing is I'm trying to avoid just that, instead of designing everything I can make a few rule-alterations and get close enough while mostly using what's already made.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 5668717, member: 39593"] That's been a given from the start. Those rules are, really not very well done nor do they fit the HP themes. Mind you I was looking at variations of the UA Incantation rules for learning spells, but these are not suited for actually designing the spells themselves. I already have Elements of Magic and it's a very good product, one I recommend. However it's actually worse for my specific purposes here than the standard one, by using a skill and DC system for effects you're tying down progressions into a certain pattern and the HPverse has a rather different pattern so to use it I'd have to rework the mechanics of significant portions of the system. Whereas with the standard D&D spell system I can leave them mechanically unchanged and just readjust when they become available/learnable to fit the HP flavor. That's why I was looking at a simplified version of [URL="http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm"]Recharge Magic[/URL] to replace Vancian or Mana Pool systems. Yes, that's my major task right now. Finding the closest D&D spell mechanically once that's done it's just a matter of tweaking them rather than designing an entirely new magic system from scratch. Please feel free to point me at a good D&D counterpart spell if you find my list incomplete. Not really necessary as you can get the same kind of skill rank variations by different ability scores and skill point allocation. I'd peg all the Hogwarts students as a single base class mechanically differentiated by feats, skill allocation, and ability score. Wizards can learn new spells independently of their level and I'd have PCs learn new spells based on such a mechanic, rather than level-up freebies. (Though it certainly explains Harry and Ron's lack of known spells, they were coasting along just picking up freebies instead of going out looking for useful magic.) The thing is I'm trying to avoid just that, instead of designing everything I can make a few rule-alterations and get close enough while mostly using what's already made. [/QUOTE]
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