JohnSnow said:
I honestly think there was more discussion of True Sorcery on the Iron Heroes boards than anywhere else. There were a few threads here when it was first released, but those have died off. Meanwhile, over at the Iron Heroes site, we've bent, folded, spindled, twisted and mutilated those rules repeatedly. Personally, I think that's because it was the first official magic rules for IH that all of us sort of liked.
Of course, I think we've gone beyond that now. But I'd freely admit my current magic system efforts are heavily influenced by True Sorcery. However, my major focus is to get the runaway DCs under control but keep the system balanced. A tall order, I know.
I'll have to go take a look....are those boards on
www.montecook.com?
I think the system has fantastic potential, but it almost does require a spreadsheet or calculator so you're not spending 30 minutes crunching numbers every time you want to cast a spell.
I'm of mixed minds about the DCs.....on one hand, yes, they're very high.....far too high to generate similar effects to what a wizard can do, in many cases.
If a lvl 10 Wizard can cast Bull's Strength that lasts 10 minutes, and gives +4 STR during that time, what chance does a Spellcaster with maxed Spellcraft ranks have of duplicating that effect? I don't have the numbers in front of me, but I'm pretty sure it would take him longer, inflict more drain, etc. Maybe I'm wrong.
But on the flip side, I don't think the rules are intended to duplicate high magic, with wizards flipping off fireballs right, left, and center. And that's fine....it's a different take on the game.
But given the difference in effects, and the potency of those effects, it's really difficult to combine Spellcasters (replacing sorcerers) with Wizards, because the Spellcasters will have far more flexibility, but a prepared wizard will have power powerful effects, castable without a roll that can be failed, and more potent at any particular level than that which the Spellcaster can generate.
So you get rid of wizards, and only have Spellcasters, but now, how does that affect the magic items used by all characters in the campaign? Given permanent items use up Spell Energy, I'd think there will be far fewer magic items available, which can throw things off.
I think this works with lower-magic settings, where there are other elements in place to balance character power against the lower volume of vorpal swords and fireball wands....but the standard D&D paradigm makes it difficult to use.
This is one reason I kind of resent how closely linked magic items have become into how the game was designed in the core rules. Makes it really difficult to run things differently.
Banshee