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Core spell conversions to EoM:R?
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<blockquote data-quote="Verequus" data-source="post: 1856857" data-attributes="member: 9135"><p>I don't understand one thing - are you using simply EoM-spells, which are prepared in advance like the core spells, without MPs and spell lists? In this case, firstly you should not only give 2 MP more than the spell level suggests, because EoM-Spells are weaker than their counterparts, because power is traded for flexibility, which you are taking away, and secondly, you should let them up their EoM-spells easily if they use an higher level slot. If this lets EoM-spells be still too weak, give them free extra damage for their higher caster levels and toss in a certain ratio range and area enhancements. This should model core spells more closely, but those ideas are untested.</p><p></p><p>Another thing, what I don't understand - are you giving your players free access to spell lists, which they can use for building their spells? That would be unbalancing. Lyceian Arcana has classes, which model the core spellcaster more closely, like the Arcanist. Those could ease the transition for you.</p><p></p><p></p><p></p><p>The starting out problem will be remedied through the incorporating of cantrips and 1 MP spells into EoMR 1.5. And for the integrating of EoMR into existing modules - just pretend, that everything functions the same - following the rules of EoMR - and convert only mechanics, which are handled different, like Antimagic. EoMR is balanced with existing mechanics, so this approach shouldn't be less a problem than the other way around.</p><p></p><p></p><p></p><p>The SRD spells can be used in any fashion, as long you include a correct OGL.</p><p></p><p></p><p></p><p>You are overlooking, that an EoM-spell is frozen regarding its behaviour, because you are assumed to remake the spells, if you want to have more power. Thus the question is: How do we represent this change? I've created a compact format, which allowed to scale a Fireball in damage, area, range, delayed, firetrap, etc. - and this for every element at once. But I suggest to create a department for all spells, which function in general the same - so we can have all the variety spelled out.</p><p></p><p>Also this is intertwined with the topic, how many MPs can be spend for a converted spell? The official guidelines ensure, that such a spell is weaker on regard. And if we try to mimick the effect, which is the minimum one for the spell, then - see above paragraph.</p></blockquote><p></p>
[QUOTE="Verequus, post: 1856857, member: 9135"] I don't understand one thing - are you using simply EoM-spells, which are prepared in advance like the core spells, without MPs and spell lists? In this case, firstly you should not only give 2 MP more than the spell level suggests, because EoM-Spells are weaker than their counterparts, because power is traded for flexibility, which you are taking away, and secondly, you should let them up their EoM-spells easily if they use an higher level slot. If this lets EoM-spells be still too weak, give them free extra damage for their higher caster levels and toss in a certain ratio range and area enhancements. This should model core spells more closely, but those ideas are untested. Another thing, what I don't understand - are you giving your players free access to spell lists, which they can use for building their spells? That would be unbalancing. Lyceian Arcana has classes, which model the core spellcaster more closely, like the Arcanist. Those could ease the transition for you. The starting out problem will be remedied through the incorporating of cantrips and 1 MP spells into EoMR 1.5. And for the integrating of EoMR into existing modules - just pretend, that everything functions the same - following the rules of EoMR - and convert only mechanics, which are handled different, like Antimagic. EoMR is balanced with existing mechanics, so this approach shouldn't be less a problem than the other way around. The SRD spells can be used in any fashion, as long you include a correct OGL. You are overlooking, that an EoM-spell is frozen regarding its behaviour, because you are assumed to remake the spells, if you want to have more power. Thus the question is: How do we represent this change? I've created a compact format, which allowed to scale a Fireball in damage, area, range, delayed, firetrap, etc. - and this for every element at once. But I suggest to create a department for all spells, which function in general the same - so we can have all the variety spelled out. Also this is intertwined with the topic, how many MPs can be spend for a converted spell? The official guidelines ensure, that such a spell is weaker on regard. And if we try to mimick the effect, which is the minimum one for the spell, then - see above paragraph. [/QUOTE]
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