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 .
Plane Sailing said:
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).

This doesn't work so well in D&D unless magic is powerful enough to warrant the cost. And the CoC rules don't work so well for monsters...why would Athaxylallibas the Form Beneath the Darkness take CHA damage for casting Curse of Rotting Fingers. And what about Queen Para-Silton when she casts Devour Brain that causes CON damage...she's a mummy and has no CON?

Of course in Call of Cthulhu the easiest and bestest way is to just let horrible nameless spawn and soul-shattered cultist cast as much as they want. Bwahahahahaa! Or the cultist sorcerer can cast Slimy Doom until he's damaged his INT to 0...then his brain explodes all over the PCs.
 
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Other.

I think the system from Midnight is excellent (but will need some work to fit into normal D&D).

I like the True20 magic system as well...
 

I voted other, as I have deep love for E. N. Publishing's Elements of Magic: Mythic Earth as an alternate magic system.

With Regards,
Flynn
 

Thanee said:
Other. None of the above. ;)

I prefer something like Shadowrun, where spellcasting gives you fatigue.

I agree that I love the Shadowrun system but that it doesn't fit too well with the D&D ruleset. In the end, I like leaving it with the Vancian system... although all the reserve feats coming out are forcing me to re-evaluate some. I don't want to "fight the change" just because it's change.

In the end, I like the idea of casting magic "costing" something... be it fatigue/damage... ability drain... something. I also like to have the option to still cast when things get tough... if you're willing to pay the price. The only beef I have with the Shadowrun system (at least the older one as I'm not familiar with 4e yet) is that once you've advanced some you can do pretty powerful spells with no risk... I'd like a system that always has SOME risk.
 



I would have said True Sorcery, but I don't have it, yet (one day!) and I'm actually more preferrent to Bl;ack Company's version of it, based on descriptions.
 

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