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What inspired the D&D magic rules and do you like it?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2040559" data-attributes="member: 2268"><p>And here I sit and wonder where the problem might be, what with the modularity of d20 systems, to simply use all those systems of magic you really like, one beside the other, and simply create a separate tradition for each? Would probably even paint a much more realistic picture of vastly different cultures, if they don't use the exact same way to use arcane magic. After all, it's that way for religions, too...you have highly formalized churches and priests, you have shamen who only serve their tribe and their totem, you have druidic religions that only serve nature, and they all gain power from divine sources.</p><p></p><p>In my Iron Kingdoms campaign, for example, I've simply grabbed AU's magister, modified the class a bit, and gave it to the elves instead of the wizard class. The dwarves of Rhul don't have wizards either, they have runethanes, who can use arcane spells up to 7th level, while respectfully leaving the highest mysteries to their priestly colleagues. In exchange, I gave human wizards a little more in bonus feats, and while runethanes can cast runes, magisters are allowed to weave spell slots up and down as per AU rules, and human wizards can manipulate spell formulas on the fly to create minor metamagic effects. As for sorcerers, you either have those who embrace their heritage and become bloodline sorcerers, and run the risk of being hunted down, or you have those who suppress their heritage through discipline and join the mercenaries to become battlefield sorcerers.</p><p>The Skorne from the Bloodstone Wastes don't get any magic...they get the psionics instead. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p></p><p>That's why it always puzzles me why everybody is so set on one way to do magic in d20. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>And the idea of spells being dangerous and a health hazard would fit great for Infernalists, or other non-magic-users, who don't have magical talent of their own, and neither want sorcerous talent, but only one or two spells to cast "at their own risk", kinda. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2040559, member: 2268"] And here I sit and wonder where the problem might be, what with the modularity of d20 systems, to simply use all those systems of magic you really like, one beside the other, and simply create a separate tradition for each? Would probably even paint a much more realistic picture of vastly different cultures, if they don't use the exact same way to use arcane magic. After all, it's that way for religions, too...you have highly formalized churches and priests, you have shamen who only serve their tribe and their totem, you have druidic religions that only serve nature, and they all gain power from divine sources. In my Iron Kingdoms campaign, for example, I've simply grabbed AU's magister, modified the class a bit, and gave it to the elves instead of the wizard class. The dwarves of Rhul don't have wizards either, they have runethanes, who can use arcane spells up to 7th level, while respectfully leaving the highest mysteries to their priestly colleagues. In exchange, I gave human wizards a little more in bonus feats, and while runethanes can cast runes, magisters are allowed to weave spell slots up and down as per AU rules, and human wizards can manipulate spell formulas on the fly to create minor metamagic effects. As for sorcerers, you either have those who embrace their heritage and become bloodline sorcerers, and run the risk of being hunted down, or you have those who suppress their heritage through discipline and join the mercenaries to become battlefield sorcerers. The Skorne from the Bloodstone Wastes don't get any magic...they get the psionics instead. :] That's why it always puzzles me why everybody is so set on one way to do magic in d20. ;) And the idea of spells being dangerous and a health hazard would fit great for Infernalists, or other non-magic-users, who don't have magical talent of their own, and neither want sorcerous talent, but only one or two spells to cast "at their own risk", kinda. :) [/QUOTE]
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What inspired the D&D magic rules and do you like it?
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