CapnZapp
Legend
The title asks it all: are you aware of someone that has begun creating Elements of Magic Revised versions of SRD spells as signature spells?
Myself, I would think it would be VERY nifty to recreate the core base spellcasting classes using EoM mechanics.
Because then you could continue gaming as usual (using standard adventure modules etc) but with the possibility for much much greater flexibility.
All questions regarding doing something the core books don't allow can then be answered with "just take two full round actions!" (in addition to all the other advantages
I know that may not have been the original intent of the book (because then you keep the "love is a dove" poems ;-) but I would sure love being able to give the following answers to my players:
- "I want to cast a acidball instead of fireball!"
- "Ok, just take two full round actions!"
- "I want to cast a waterball instead of fireball!"
- "Ok, just take two full round actions!"
- "I want to cast a turnundeadball instead of fireball!"
- "Ok, just take two full round actions!"
Instead of the complex, minmax-encouraging, cash-draining
"ok, lets dig up these half dozen splat books, and we'll see what we can find. Oh.. you need the energy substitution feat",
"ok, you probably need this and this and this and I still need to choose between blunt and cold damage", and
"Are you crazy, you can't do that"
answers the core book gives.
Probably the biggest gripe anyone could have against EoM is it's difficult to start out (even though I understand revised is much better in this regard), and it's difficult to integrate into existing modules. Not that this is EoMs fault!
As I see it EoM use much much more of the existing mechanics than any other attempt at switching D&D magic systems, so now we are soo close to getting all the advantages and none of the disadvantages!
There can't be any legal obstacles to reprinting the SRD spells but with the mechanics ripped out, can there?
If anyone has already started this process, then perhaps we could convert the spell lists of other popular rpgs to "EoM D&D"...?
Zapp
Myself, I would think it would be VERY nifty to recreate the core base spellcasting classes using EoM mechanics.
Because then you could continue gaming as usual (using standard adventure modules etc) but with the possibility for much much greater flexibility.
All questions regarding doing something the core books don't allow can then be answered with "just take two full round actions!" (in addition to all the other advantages

I know that may not have been the original intent of the book (because then you keep the "love is a dove" poems ;-) but I would sure love being able to give the following answers to my players:
- "I want to cast a acidball instead of fireball!"
- "Ok, just take two full round actions!"
- "I want to cast a waterball instead of fireball!"
- "Ok, just take two full round actions!"
- "I want to cast a turnundeadball instead of fireball!"
- "Ok, just take two full round actions!"
Instead of the complex, minmax-encouraging, cash-draining
"ok, lets dig up these half dozen splat books, and we'll see what we can find. Oh.. you need the energy substitution feat",
"ok, you probably need this and this and this and I still need to choose between blunt and cold damage", and
"Are you crazy, you can't do that"
answers the core book gives.
Probably the biggest gripe anyone could have against EoM is it's difficult to start out (even though I understand revised is much better in this regard), and it's difficult to integrate into existing modules. Not that this is EoMs fault!
As I see it EoM use much much more of the existing mechanics than any other attempt at switching D&D magic systems, so now we are soo close to getting all the advantages and none of the disadvantages!
There can't be any legal obstacles to reprinting the SRD spells but with the mechanics ripped out, can there?
If anyone has already started this process, then perhaps we could convert the spell lists of other popular rpgs to "EoM D&D"...?

Zapp