Okay, so, it's no secret I was not sold on any of our three magic systems. The group consensus seemed to be for the True20 Arcanist, but I realized a few days ago that this option had one more ugly feature: while it initially sounds great that Arcanists get 8 skill ranks a level to compenate for their low magic power, this pretty much removes the best thing the Expert role has going for it. (The Expert's core ability is notoriously weak.)
I continued to think, and decided I would have to make may own magic system in order to satisfy my desires for both genre and mechanics. I found some inspiration in GURPS Cabal, which has historically accurate Hermetic Magic welded onto the GURPS magic system. This convinced me I did not need to remake True20 magic, so much as create rule changes which simulated what I wanted.
Susan Temple IV
Tuesday, October 2, 2007
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5 comments:
It's looking like the best one so far.
I like this one a lot. I think it addresses a lot of the issues we had with power level for the Companion-Arcanist, and includes thematic 'sorcerous' elements.
DOUBLE COMMENT MADNESS!
Are all the Yet To Be Written feats Adept feats? This matters for those lists I mentioned before.
Yes they are.
Cheers,
JT
I give this two thumbs up!
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