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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Chaos Magic from Mongoose Publishing
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<blockquote data-quote="Kesh" data-source="post: 4003206" data-attributes="member: 1308"><p>The explanation I got from Mongoose folks on their forums was that Chaos magic was just that: <em>chaos</em>. The intention was that it couldn't do fine manipulation (like telekinesis), summoning <em>specific</em> things (the way <em>summon monster</em> does) or divination (getting solid info rather than chaotic uncertainty). I didn't care for that myself, but it fit with their concept.</p><p></p><p>It's not too hard to add back in, either. Just treat mind-affecting abilities like matter-affecting ones, for determining the numbers. Detection-type spells are a bit trickier.</p><p></p><p>Also, be sure to upgrade to <em>Quintessential Chaos Mage</em>. That's essentially the "revised" version of the book, which fixes a lot of problems the first book had.</p><p></p><p>Personally, my biggest problem with the system was the unbalanced Paths of Chaos that are supposed to penalize the character for being too reckless. Most of the penalties are pure roleplaying penalties, which are no real deterrent to many players. Some of those penatlies were just in poor taste, as well. I planned on replacing it with a <a href="http://www.d20srd.org/srd/variant/campaigns/taint.htm" target="_blank">Taint</a> system: </p><p></p><p>Instead of moving a step on the Path of Chaos, you gain a point of Chaos Taint. This Chaos Taint can only be removed the way you'd remove a step on the Path, but it stacks with normal Taint (if using Taint in the campaign). Otherwise, it affects the character as normal. </p><p></p><p>I never got a chance to play with it in a campaign. I'd like to see how well it ports to 4e, though.</p></blockquote><p></p>
[QUOTE="Kesh, post: 4003206, member: 1308"] The explanation I got from Mongoose folks on their forums was that Chaos magic was just that: [i]chaos[/i]. The intention was that it couldn't do fine manipulation (like telekinesis), summoning [i]specific[/i] things (the way [i]summon monster[/i] does) or divination (getting solid info rather than chaotic uncertainty). I didn't care for that myself, but it fit with their concept. It's not too hard to add back in, either. Just treat mind-affecting abilities like matter-affecting ones, for determining the numbers. Detection-type spells are a bit trickier. Also, be sure to upgrade to [i]Quintessential Chaos Mage[/i]. That's essentially the "revised" version of the book, which fixes a lot of problems the first book had. Personally, my biggest problem with the system was the unbalanced Paths of Chaos that are supposed to penalize the character for being too reckless. Most of the penalties are pure roleplaying penalties, which are no real deterrent to many players. Some of those penatlies were just in poor taste, as well. I planned on replacing it with a [url=http://www.d20srd.org/srd/variant/campaigns/taint.htm]Taint[/url] system: Instead of moving a step on the Path of Chaos, you gain a point of Chaos Taint. This Chaos Taint can only be removed the way you'd remove a step on the Path, but it stacks with normal Taint (if using Taint in the campaign). Otherwise, it affects the character as normal. I never got a chance to play with it in a campaign. I'd like to see how well it ports to 4e, though. [/QUOTE]
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