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Core spell conversions to EoM:R?
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<blockquote data-quote="RangerWickett" data-source="post: 1856818" data-attributes="member: 63"><p>Lyceian Arcana, the sequel to EOM-Revised, will contain versions of the core spellcasting classes, with guidelines for using the EOM system in the core rules. Converting all the core spells would be a huge task, and unfortunately not one I'm up to.</p><p></p><p>I am looking into a simplified version of EOM, but the problem is that the core magic system isn't simple itself, so it's hard to dumb it down and still keep all the fun stuff. EOM is designed to be elegant and consistent, but I wanted to keep almost all the same options the core rules allow.</p><p></p><p>I suppose a truly simple version of the rules would just have the 11 spells, with no elemental/creature type/alignment differentiation. Flexibility balancing would be a greater issue here, perhaps, but it would make things easy if everything just did one thing.</p><p></p><ul> <li data-xf-list-type="ul">Abjure just grants AC and save bonuses?</li> <li data-xf-list-type="ul">Charm only makes people friendly or scared?</li> <li data-xf-list-type="ul">Compel only does suggestion and dominate (actually, Compel is one of the simplest spell types right now).</li> <li data-xf-list-type="ul">Evoke just does 1d6 damage + 1d6 per MP, no elemental differences.</li> <li data-xf-list-type="ul">Heal works similar to Evoke.</li> <li data-xf-list-type="ul">Illusion complexity depends solely on MP, not which spell lists you use.</li> <li data-xf-list-type="ul">Infuse grants bonuses to whatever you want, no elemental differences.</li> <li data-xf-list-type="ul">Move only does telekinesis and flight.</li> <li data-xf-list-type="ul">Summon is already very simple.</li> <li data-xf-list-type="ul">Transform remains ridiculously, stupidly complicated.</li> </ul><p></p><p>I've been trying to rewrite Transform to mesh with the Level Adjustment rules in the monster manual, but I keep hitting snags with creatures that don't have LA, like animals or other nonsentient things.</p><p></p><p>Oh, but speaking of fireball, I realized probably the best way to do fireball as a 5-MP spell is to give it a 10-ft. radius, 5d6 damage, range of touch. Charge a rock with the spell, and throw the rock so that it goes off wherever it lands.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1856818, member: 63"] Lyceian Arcana, the sequel to EOM-Revised, will contain versions of the core spellcasting classes, with guidelines for using the EOM system in the core rules. Converting all the core spells would be a huge task, and unfortunately not one I'm up to. I am looking into a simplified version of EOM, but the problem is that the core magic system isn't simple itself, so it's hard to dumb it down and still keep all the fun stuff. EOM is designed to be elegant and consistent, but I wanted to keep almost all the same options the core rules allow. I suppose a truly simple version of the rules would just have the 11 spells, with no elemental/creature type/alignment differentiation. Flexibility balancing would be a greater issue here, perhaps, but it would make things easy if everything just did one thing. [list][*]Abjure just grants AC and save bonuses? [*]Charm only makes people friendly or scared? [*]Compel only does suggestion and dominate (actually, Compel is one of the simplest spell types right now). [*]Evoke just does 1d6 damage + 1d6 per MP, no elemental differences. [*]Heal works similar to Evoke. [*]Illusion complexity depends solely on MP, not which spell lists you use. [*]Infuse grants bonuses to whatever you want, no elemental differences. [*]Move only does telekinesis and flight. [*]Summon is already very simple. [*]Transform remains ridiculously, stupidly complicated.[/list] I've been trying to rewrite Transform to mesh with the Level Adjustment rules in the monster manual, but I keep hitting snags with creatures that don't have LA, like animals or other nonsentient things. Oh, but speaking of fireball, I realized probably the best way to do fireball as a 5-MP spell is to give it a 10-ft. radius, 5d6 damage, range of touch. Charge a rock with the spell, and throw the rock so that it goes off wherever it lands. [/QUOTE]
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