True20: Magic System

Hjorimir

Adventurer
Has anybody done any real work on a more robust Magic system for True20? Yes, it can emulate a sorcerer rather well, but when it comes to wizards it feels a little...lacking.

I'd really like to use the Thieves' World magic system, but that relies upon non-lethal damage. I suppose I could convert that into a Toughness save.

Anyway, I'd love any input or ideas you'd care to share.

Thank you.
 

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It's been a while since I looked at True 20, but I recall that it still has skill points and feats, so you should be able to use the magic system in Mythic Earth for it. You'd probably need to adapt their magic-user class a bit, though.
 

Oh, and just to elaborate a bit, the ME magic system lets you create spells on the fly, but there are also rules for casting from written texts. The system is, like True 20, is meant to be flexible and setting neutral (though a 'mythic earth' is the sample setting).
 

I agree with RW.

Mythic Earth (ME) is a perfect fit to True20 IMO, and I'll be doing my own conversion shortly (not much is needed. IMO, you can use ME as written (excluding damage dice) or you can use fatigue. Both will fit nicely.

The magic system in True20 is great, but not as freeform as ME. In True20, you basically still learn a certain spell that can do certain effects. In ME you learn the effects, which you then turn into spells!

Did that make sense? Anyway, I highly recommend ME. Until Green Ronin releases Advanced Sorcery, there's no competition for Elements of Magic (revised and mythic earth), when it comes to alternative magic systems in d20.
 

Thanks for the feedback. I took a look at some stuff last night and have opted to convert the Thieves' World magic system, which I love, into True20. Surprisingly enough it looks like it will be a pretty darn smooth transition.
 

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