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<blockquote data-quote="Verequus" data-source="post: 2633569" data-attributes="member: 9135"><p>I think, that caster level scaling is a bad idea, as it would be a direct contradiction of the rules design in EoMR. The EoMR way is to add extra MP to spells, if you want to increase their power. The caster level itself doesn't have anywhere in EoMR a influence on the spell mechanics (except in caster level checks), so you would introduce basically a mechanic, which is unsupported elsewhere in the rules. It is also more advantageous to use the spells as they are now in magic item creation, considering that several item creation threads regarding the core mechanics don't reveal solutions for every problem.</p><p></p><p>Regarding Powerful Spell: If you make this option better than having straight d6, then you imbalance the entire system, because you would get only 20d8 instead 21d6 spells. If you make this option worse than the normal rule, then no one will use it. If you would balance it (every MP spent converts 3d6 to 3d8)... I think, there will be high level spells, which use that small tradeoff for the increased chance of having higher damage.</p><p></p><p>And for home-brewed effects: Yes, I've got the following enhancements:</p><p></p><p>New enhancement available for Abjure Time. The costs may not be balanced.</p><p></p><p>Reroll Dice (1 MP): Once in the duration of the utilizing spell, even as a free action out of the initiative order, you can force to reroll dice, which affect in some way the subject or object of the spell and take the better result of both rolls. The reroll has to be done directly after the first roll, before the result of this first roll applies. You may purchase this enhancement several times - the rerolls may take place all in one round, but may not affect the same roll.</p><p></p><p>Enduring Dice Reroll (varies): The same restrictions as for Reroll Dice apply for this enhancement, except you can force a reroll once per round per every purchased enhancement.</p><p></p><p>To make it symmetric, Hex Time has a similar enhancement:</p><p></p><p>Reroll Dice (1 MP): Once in the duration of the utilizing spell, even as a free action out of the initiative order, you can force to reroll dice, which affect in some way the subject or object of the spell and take the worse result of both rolls. The reroll has to be done directly after the first roll, before the result of this first roll applies. You may purchase this enhancement several times - the rerolls may take place all in one round, but may not affect the same roll.</p><p></p><p>Enduring Reroll Dice (varies): The same restrictions as for Reroll Dice apply for this enhancement, except you can force a reroll once per round per every purchased enhancement.</p><p></p><p></p><p>The enduring enhancements use the same cost table as for Enduring Damage in Evoke.</p></blockquote><p></p>
[QUOTE="Verequus, post: 2633569, member: 9135"] I think, that caster level scaling is a bad idea, as it would be a direct contradiction of the rules design in EoMR. The EoMR way is to add extra MP to spells, if you want to increase their power. The caster level itself doesn't have anywhere in EoMR a influence on the spell mechanics (except in caster level checks), so you would introduce basically a mechanic, which is unsupported elsewhere in the rules. It is also more advantageous to use the spells as they are now in magic item creation, considering that several item creation threads regarding the core mechanics don't reveal solutions for every problem. Regarding Powerful Spell: If you make this option better than having straight d6, then you imbalance the entire system, because you would get only 20d8 instead 21d6 spells. If you make this option worse than the normal rule, then no one will use it. If you would balance it (every MP spent converts 3d6 to 3d8)... I think, there will be high level spells, which use that small tradeoff for the increased chance of having higher damage. And for home-brewed effects: Yes, I've got the following enhancements: New enhancement available for Abjure Time. The costs may not be balanced. Reroll Dice (1 MP): Once in the duration of the utilizing spell, even as a free action out of the initiative order, you can force to reroll dice, which affect in some way the subject or object of the spell and take the better result of both rolls. The reroll has to be done directly after the first roll, before the result of this first roll applies. You may purchase this enhancement several times - the rerolls may take place all in one round, but may not affect the same roll. Enduring Dice Reroll (varies): The same restrictions as for Reroll Dice apply for this enhancement, except you can force a reroll once per round per every purchased enhancement. To make it symmetric, Hex Time has a similar enhancement: Reroll Dice (1 MP): Once in the duration of the utilizing spell, even as a free action out of the initiative order, you can force to reroll dice, which affect in some way the subject or object of the spell and take the worse result of both rolls. The reroll has to be done directly after the first roll, before the result of this first roll applies. You may purchase this enhancement several times - the rerolls may take place all in one round, but may not affect the same roll. Enduring Reroll Dice (varies): The same restrictions as for Reroll Dice apply for this enhancement, except you can force a reroll once per round per every purchased enhancement. The enduring enhancements use the same cost table as for Enduring Damage in Evoke. [/QUOTE]
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