Anyone tried The Black Company D20 game?
Posted 04 April 2009 - 11:12 AM
Posted 04 April 2009 - 06:36 PM
Posted 05 April 2009 - 03:20 AM
I think that was True Sorcery from Green Ronin. Looked interesting, but a bit complicated in places for my taste.
The magic system was actually released as a separate d20 supplement with all of the setting-specific stuff ripped out of it, but I can't remember off the top of my head what the title was.
Posted 05 April 2009 - 04:14 PM
Posted 10 July 2009 - 04:06 PM
Characters breaking limbs after a severe hit,
Characters instantly killing a foe.
Characters losing half their face and both eyes after taking a very nasty hit.
I've basically replaced the massive damage rules with each character having a damage threshold and making a roll on the table if they take enough of a hit. More work for the DM, not the players, and definitely feels worth it to me.
*cackles maniacally as my party tries to find a way to grow the monk new eyes*
Posted 11 July 2009 - 09:39 AM
That "spell components" thing sounds a bit like the Cursed Empire magic system (where the players can opt to use the so called "safe list" or do realtime spell creation in game by combining elements to make enw spells and telling the GM what they want them to do, and him looking at their spell composition to see if they've got it wrong and working out what the result is based on which parts they've actualy put together, regardless of what they were aiming for).
Yeah, spells can go seriously wrong inb that game.
"Okay, so you've got destruction, you've got fire, you've got specific target but you forgot to include range..... You're on fire!"
Posted 11 July 2009 - 04:05 PM
You learn basic spell pieces based on the magnitude of wizard your character is (from sparkler-boy to demigod), and piece them together into various things with a Use Magic check.
For instance, scorching a foe with a light burst of flame might only be a check of 20.
Annihilating an entire city with a fiery inferno would be something like 200+.
Checks can be made easier by taking more time (hours..days..weeks...) and by using bits of magical stuff (a target's true name, hair, and blood, a cursed object, etc).
Basically gives arcane casters a very unique feel. They will undoubtedly make and use a specific set of spells for easy reference, but those spells will be something they have taken the time to craft, and likely prove unique to that character.
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