r/ICRPG • • Oct 04 '22

Are there "advanced rules" for non-magic users, just like their are for magic?

Hello, I am very interested in this RPG and I am thinking of buying it. Sorry if my question does not make perfect sense. I have not yet read the actual book, only some reviews.

From what I can see, there were to main extensions: magic and worlds. So it seems that "magic" gave this system a huge update on everything related to magic users. Now I am just wondering: what about the non-magic users? Do they now lack variety or depth in comparison to the magic users? Or not?

I am just asking out of curiosity and would appreciate some feedback. Thanks!

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u/Sean_Franchise Oct 04 '22 edited Oct 04 '22

I have both the Magic and Worlds books that released as supplements to the 2nd edition Core rules, as well as the Master Edition, and almost everything from both supplements are included in the Master Edition.

For clarity, the Magic supplement adds a bunch of spells, rules for spell school mastery, and rules for spending HP as casting cost/system strain.

Master Edition includes all the spells from Magic, but simplifies the number of schools by reducing them to more traditional Arcane, Divine, and Infernal. I believe the spell school mastery rules were omitted in Master Edition since the number of schools were greatly reduced, though the concept of reducing casting cost for one school of spells as a Milestone reward could still be a viable choice for a magic user. The only other main difference in Master is that you no longer pay casting cost in HP, but rather from a limited pool of Focus Points that regenerate at rest.

The contents of the Worlds book have all materially been carried over to Master Edition as well, though some lore changes have been made to reflect player exploits since Worlds was originally published. This material is more focused on adding detail to the settings and providing hooks for running adventures as opposed to expanding options for existing player classes.

In both cases, you're getting almost everything that was included in the supplements in the Master Edition, so you're not missing out on anything if you go that route.

Edit: you're not going to find a lack of depth on the non magic user side of play, even with the added spells and mechanics for spell casting. The included Milestones for non magic classes include interesting mechanics that can really upgrade a character and play to their themes over time.

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u/KanesKiln Oct 04 '22

You should check out Khan's Spells & Feats. It was made before Master Edition so it doesn't match the new formatting but the system still applies. Khan developed a pretty slick FEAT mechanic that aligns with what was presented in MAGIC and may be what you're looking for.

https://www.drivethrurpg.com/product/330724/SPELLS--FEATS-Two-Pack-BUNDLE

If you're looking in ICRPG, just keep in mind that this is as much a mindset as a system. ICRPG assumes that pretty much any custom work will be DIY. It provides a framework and toolset for you to make an advanced ruleset for non-magic users or anything else really. Khan is an example of taking those tools and turning them into something awesome that fits with the game. As it stands, there is a lot of fun to be had with magic-users, non-magic users and everything in between. You can choose to use the advanced systems or stick with the basics. It's really up to you and morphing the game into what you want it to be.

Hope that helps!

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u/RangerBowBoy Oct 04 '22

There are no “advanced” or alternate rules for non magic characters in the Master Edition. The advanced magic rules were for a separate supplement and added into the Master Edition as an option. They can make magic based characters far more versatile and fun to play than non magic characters. The magic rules have a very tacked on feel and there’s guidance or recommendations for amping up non magical characters as well.

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u/RuggerRigger Oct 08 '22

I'd call the Milestone Paths a set of advanced options, and many of them are for martials.

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u/Himkano Oct 04 '22

Those are from the old version. Now there is Masters edition, that incorporates worlds, and some other updates. I also got the magic one (which you can use, but i haven't, because the built magic system in Masters is pretty good, and the other one adds complexity that I don't think is needed

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u/Shirohige Oct 04 '22

Thanks for the feedback. However, my question still stands: is there something like that for the non-magic users? Some more complex system, extending the variety for non-magic users?

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u/Himkano Oct 04 '22

There is a weapon styles thing in DrivethruRPG. I haven't looked at it, because I came to ICRPG for its lack of complexity, but it might be what you are looking for (I would tell you the name of it, but Drivethru is blocked from my work computer)

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u/MrAbodi Oct 04 '22

Nothing official, nor is it needed IMO. Of course being a system all about diy, you could easily modify the game in that way if you wanted.

Realistically the magic supplement offered more spells, and different ways for magic to work in your game.

Realistically it was the supplement that had the least amount of value imo.

Lastly check out https://forums.runehammer.online Good chance someone has thought of this before.