Your favorite alternate D&D magic system?

What alternate D&D spell system is your favorite?

  • True Sorcery (evolved BCC system)

    Votes: 2 4.4%
  • Unearthed Arcana (Spell Points)

    Votes: 8 17.8%
  • Black Company Campaign

    Votes: 4 8.9%
  • Legends of Excalibur

    Votes: 2 4.4%
  • Iron Heroes

    Votes: 2 4.4%
  • Other (please explain)

    Votes: 27 60.0%

  • Poll closed .

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Also like the idea of spell points, but also the system of fatigue from casting in Shadowrun made a lot of sense too. :\
 


A variant that used to be seen a lot during the 70's, but I never see now is 'klutz factor' systems - a %age chance of spell failure, increasing with each recasting. If the spell fails there is a same %age chance of a backfire.

FWIW I considered allowing a metamagic klutz factor system, whereby metamagic could be applied on the fly, but there was a 10% chance per missed spell level that it failed, and a like chance of backfire.

e.g. attempting to extend a spell on the fly with no increase in spell level was a 10% chance of failure (followed by a 10% chance of backfire). Attempting to quicken and maximise a spell on the fly would be a 70% chance of failure (followed by a 70% chance of backfire). Depending upon the campaign a backfire could range from opposite spell results, to target the wrong target, to damage like a scroll backfire, to have a demon appear to claim your soul. It was quite configurable ;)

My favourite alternate magic system is probably Call of Cthulhu d20 - I'd love to run a fantasy adventure where that was the magic (learn each spell individually, casting a spell costs you sanity and/or ability damage).

I rather liked the flavour of the Sovereign Stone d20 magic though, especially with the concept of excess heat generated by magic use meaning that most magic users wear skimpy clothes under a big robe that can be removed quickly when you need to cast!

Cheers
 

Iron Heroes is a truly horrible system, by the way. You might have got a little more mileage if you'd included Arcana Evolved/Unearthed, with its readied spells, slot weaving and varied feats to modify spells.
 

Arcana Unearthed/Evolved. I think it has everything I like in a spell system.

I also really like the Warhammer FRP magic system. Cast as much as you want...but with uncertainty and risk. I don't think it's suitable for most D&D worlds, though.


I am beginning to loathe spell points/mana systems. They normally give so many power points or whatever that you might as well say "you can cast whatever spell you want as much as you want" and often have abuses such as "overchannelling" and stuff like that.
 

jdrakeh said:
You can gain fatigue in the form of non-lethal damage in True Sorcery and (IIRC) in the BCC system that it is built on. Magic is considerably less user-friendly in both.

Yeah, such a system doesn't work well with D&D and hit points. The whole rules system needs to be built in a suitable fashion (like Shadowrun is, for example).

Bye
Thanee
 

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