True Sorcery -- impressions?

Aus_Snow

First Post
So, what are your impressions of True Sorcery (from Green Ronin), whether that's been with D&D, d20 Modern, True20, Iron Heroes, or anything else. . . ?

I'm thinking of using it next campaign around, but there are quite a few things I can't (well, maybe can't) foresee regarding its alterations to the game, no doubt.

Any recommendations (from those who have used it) for house rules, general advice, anything like that?

Thanks in advance.
 

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Aus_Snow said:
So, what are your impressions of True Sorcery (from Green Ronin), whether that's been with D&D, d20 Modern, True20, Iron Heroes, or anything else. . . ?

I'm thinking of using it next campaign around, but there are quite a few things I can't (well, maybe can't) foresee regarding its alterations to the game, no doubt.

Any recommendations (from those who have used it) for house rules, general advice, anything like that?

Thanks in advance.

prepare stat cards for each Talent you take, or maybe even some spreadsheets.
 

I am impressed with the system. However, you need to make sure the players are up to the challenge. I have players that find it too difficult to bother with. They prefer having everything preset at a glance rather than having to think and number crunch to prepare a spell. If your players don't mind some number crunching, its a great system. I love the flexibility. As iwatt pointed out though, I strongly suggest using the Spell Form in the back of the book or 3x5 cards for known powers, so that your information is more at hand. Its good to track every iteration of the spell you create so it is already done next time you want use that same variation.
 

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