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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What is your favorite version of D&D offshoot/D20 fantasy today? Tell us why it is the best!
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<blockquote data-quote="John Quixote" data-source="post: 9766490" data-attributes="member: 694"><p>Beyond the Wall / Through Sunken Lands. Most would point to the playbooks or the "build the village" mechanic as the selling point, but for me, it's the <em>magic system</em>.</p><p></p><p>BtW/TSL is like a B/X clone that caps at 10th level, with three core classes (fighter, rogue, and mage, where the mage also covers the cleric's role by being overall very druid-flavored). The magic system divides arcane abilities into cantrips, spells, and rituals, each with their own strengths and weaknesses.</p><p></p><p>• Cantrips are low-powered but flexible, meaning that you can stretch what they do at the risk of making them more likely to miscast or backfire; they're otherwise unlimited in use, but a backfire can really ruin your day, so overusing them is a bad idea.</p><p></p><p>• Spells are roughly equivalent to D&D 1st–2nd level spells; a mage can cast one per day per experience level (no memorization/preparation involved). They're rote and reliable.</p><p></p><p>• Rituals are leveled (1st–10th, corresponding to experience level). Like cantrips, they need a roll to cast, but a failure doesn't cause a backfire so much as a DM-fiat <em>twisting</em> of the magic's intention. They require various material components (often rare or expensive) and take 1 hour per level to cast, unless they've been "memorized" ahead of time or scribed onto a scroll. A mage who knows how to memorize rituals (not all do) can only have a handful readied at a time, and doing that is super volatile and potentially dangerous.</p><p></p><p>In other words, it genuinely feels more properly "Vancian" than D&D's magic.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 9766490, member: 694"] Beyond the Wall / Through Sunken Lands. Most would point to the playbooks or the "build the village" mechanic as the selling point, but for me, it's the [I]magic system[/I]. BtW/TSL is like a B/X clone that caps at 10th level, with three core classes (fighter, rogue, and mage, where the mage also covers the cleric's role by being overall very druid-flavored). The magic system divides arcane abilities into cantrips, spells, and rituals, each with their own strengths and weaknesses. • Cantrips are low-powered but flexible, meaning that you can stretch what they do at the risk of making them more likely to miscast or backfire; they're otherwise unlimited in use, but a backfire can really ruin your day, so overusing them is a bad idea. • Spells are roughly equivalent to D&D 1st–2nd level spells; a mage can cast one per day per experience level (no memorization/preparation involved). They're rote and reliable. • Rituals are leveled (1st–10th, corresponding to experience level). Like cantrips, they need a roll to cast, but a failure doesn't cause a backfire so much as a DM-fiat [I]twisting[/I] of the magic's intention. They require various material components (often rare or expensive) and take 1 hour per level to cast, unless they've been "memorized" ahead of time or scribed onto a scroll. A mage who knows how to memorize rituals (not all do) can only have a handful readied at a time, and doing that is super volatile and potentially dangerous. In other words, it genuinely feels more properly "Vancian" than D&D's magic. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What is your favorite version of D&D offshoot/D20 fantasy today? Tell us why it is the best!
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