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Old 06-25-2023, 02:42 PM   #11
Christopher R. Rice
 
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Default Re: Magic Traditions That Mean Something

I like using Effect-Shaping RPM with magical styles to do this. My games tend to be modified Sorcery or RPM when it comes to magic because I don't like the standard magic system outside of Dungeon Fantasy.

I like syntactic magic...but you have to build that system since Thaumatology gives you the tools and the lumber, but expects you to build the house. Path/Book magic is great, but limited and hard to customize and build new spells and Paths/Books.

(And that is not a complaint! Making examples of everything or build systems would have doubled the size of that book and Phil did an amazing job. No one disputes that.)

My upcoming fantasy campaign, Aersalus, is using a form of effect-shaping RPM with a bit of customization so everything relies on music with specific to the worlds magical Path skills. Each caster then can specialize in *one* style (some can learn multiple styles but are considered "magical geniuses").

TL; DR I'd suggest one system and customize by tradition via caster.
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Old 06-25-2023, 04:51 PM   #12
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Default Re: Magic Traditions That Mean Something

Quote:
Originally Posted by Christopher R. Rice View Post
TL; DR I'd suggest one system and customize by tradition via caster.
Yeah, I personally like multiple systems but it requires a lot of extra work to set up and will be harder for everyone to learn in game - especially if you tweak the systems too.
So one system with different options is generally the best way to go.
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Old 06-27-2023, 06:50 AM   #13
Kesendeja
 
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Default Re: Magic Traditions That Mean Something

Well I've took a long look at Thaumatology Magical Styles, and it seems that it covers what I need. I appreciate the suggestions, I hadn't looked at the book before.

It fits beautifully with the modified version of Sorcery I'm using.

Again, Thanks for all the help
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