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E6: The Game Inside D&D
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<blockquote data-quote="NichG" data-source="post: 5075987" data-attributes="member: 44666"><p>It's a sourcebook by Guardians of Order for BESM d20, but its pretty rare these days. Another version of it is reprinted in the Slayers d20 sourcebook, same company, but you'd have trouble converting the standard spells since I don't think they include those rules (a bunch of modifiers for casting time, components, what to do when different classes get the spell at different levels, etc).</p><p></p><p>For what its worth, I replaced Fort saves (from the book) with Will saves for casting in my campaign, since otherwise wizards are penalized far too much compared to clerics, who already get every spell and through proper domain choice can cast cleric spells and all wizard spells 6th level and lower (using Limited Wish from a number of domains).</p><p></p><p>Do be aware that there are some ridiculous things that can happen. In principle there's a tipping point where someone in the party will be able to cast Wish without XP cost; they won't be able to do it on successive rounds, but everyone will be sporting a +1 inherent on everything at that point. If your campaign allows raise dead and the like, the party will always use True Ressurection since all it costs is taking extra time to cast. Its probably also a good idea to make it so that only half of the drain taken from casting spells can be healed magically, otherwise clerics can always pop a Heal to get back to full.</p><p></p><p>Long dungeon crawls tend to be much harder in this system (the casters cast themselves to exhaustion and end up walking around with their total hitpoints minus 5 in nonlethal damage). Casters are enhanced in single-encounter days, much like psions, because they can nova and throw off one ridiculous spell beyond their level at the start that knocks them out from drain (Frostfell, Implosion, Power Word Kill, etc). It also has the sort of neat component that if the party is really feeling threatened they can always start burning xp or even their equipment on spells to do stuff they couldn't normally do, so you can have both normal encounters be challenging and still have key, perhaps optional, encounters that are far more dangerous that the party can step up to if they're willing to sacrifice.</p><p></p><p>Don't use their item crafting system however, it's a bit TOO breakable. Additional abilities on the same item only very slowly increase the DC to make the item, and there's basically no cost for trying unless you want to provide a gold component to make it easier, so an item crafter can basically manufacture wealth by creating Rings of Universal Energy Resistance, which are very easy to make in this system since they're based off of five applications of a 2nd level spell, and then sell them for insane amounts of money or sacrifice them as components for the item they really want to make. Even if you forbid that sort of recursiveness, its not all that hard for a 12th level party, say, to be walking around with (a single) item of continuous Freedom of Movement, Deathward, Immunity to Poison, and +4 to two stats.</p></blockquote><p></p>
[QUOTE="NichG, post: 5075987, member: 44666"] It's a sourcebook by Guardians of Order for BESM d20, but its pretty rare these days. Another version of it is reprinted in the Slayers d20 sourcebook, same company, but you'd have trouble converting the standard spells since I don't think they include those rules (a bunch of modifiers for casting time, components, what to do when different classes get the spell at different levels, etc). For what its worth, I replaced Fort saves (from the book) with Will saves for casting in my campaign, since otherwise wizards are penalized far too much compared to clerics, who already get every spell and through proper domain choice can cast cleric spells and all wizard spells 6th level and lower (using Limited Wish from a number of domains). Do be aware that there are some ridiculous things that can happen. In principle there's a tipping point where someone in the party will be able to cast Wish without XP cost; they won't be able to do it on successive rounds, but everyone will be sporting a +1 inherent on everything at that point. If your campaign allows raise dead and the like, the party will always use True Ressurection since all it costs is taking extra time to cast. Its probably also a good idea to make it so that only half of the drain taken from casting spells can be healed magically, otherwise clerics can always pop a Heal to get back to full. Long dungeon crawls tend to be much harder in this system (the casters cast themselves to exhaustion and end up walking around with their total hitpoints minus 5 in nonlethal damage). Casters are enhanced in single-encounter days, much like psions, because they can nova and throw off one ridiculous spell beyond their level at the start that knocks them out from drain (Frostfell, Implosion, Power Word Kill, etc). It also has the sort of neat component that if the party is really feeling threatened they can always start burning xp or even their equipment on spells to do stuff they couldn't normally do, so you can have both normal encounters be challenging and still have key, perhaps optional, encounters that are far more dangerous that the party can step up to if they're willing to sacrifice. Don't use their item crafting system however, it's a bit TOO breakable. Additional abilities on the same item only very slowly increase the DC to make the item, and there's basically no cost for trying unless you want to provide a gold component to make it easier, so an item crafter can basically manufacture wealth by creating Rings of Universal Energy Resistance, which are very easy to make in this system since they're based off of five applications of a 2nd level spell, and then sell them for insane amounts of money or sacrifice them as components for the item they really want to make. Even if you forbid that sort of recursiveness, its not all that hard for a 12th level party, say, to be walking around with (a single) item of continuous Freedom of Movement, Deathward, Immunity to Poison, and +4 to two stats. [/QUOTE]
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