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"Elements of Magic" and other systems
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<blockquote data-quote="RangerWickett" data-source="post: 1122502" data-attributes="member: 63"><p>I'm having trouble sending long replies. Maybe a short one will get through.</p><p></p><p></p><p></p><p>There are just the four magical skills - Dispel Magic, Divination, Scry, and Spellcraft. We considered a few others, but they're not really necessary, and would end up requiring too many skill points anyway.</p><p></p><p>In my home game, I just don't have cross-class skills. I'm flexible with character concepts, and so if a fighter wants to tumble and have perform, I don't see any reason why he has a harder time learning it than a rogue would. But because I know a lot of people still use class/cross-class skills, we'll include them in the book.</p><p></p><p></p><p></p><p></p><p>Interesting idea, which helped me clarify a slight dichotomy of types of magic items. Charged Items can usually only create signature spells, which means that when you make a charged item, you give it one and only one version of a spell. In light of what you propose, when we release the magic item creation rules, some powerful items will let their user have access to an entire spell list and possibly bonus MP. We spent a few months revising the magic system, so please realize we'll need some time to balance and revise the magic item creation system.</p><p></p><p></p><p></p><p>Ah, yes. When countering a magical skill (or a standard D&D spell of the appropriate type), you don't get a penalty if you have at least 1 rank in that skill.</p><p></p><p></p><p></p><p>I'll have to reread exactly what blindsight and blindsense say, so I can know if you can defeat them.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1122502, member: 63"] I'm having trouble sending long replies. Maybe a short one will get through. There are just the four magical skills - Dispel Magic, Divination, Scry, and Spellcraft. We considered a few others, but they're not really necessary, and would end up requiring too many skill points anyway. In my home game, I just don't have cross-class skills. I'm flexible with character concepts, and so if a fighter wants to tumble and have perform, I don't see any reason why he has a harder time learning it than a rogue would. But because I know a lot of people still use class/cross-class skills, we'll include them in the book. Interesting idea, which helped me clarify a slight dichotomy of types of magic items. Charged Items can usually only create signature spells, which means that when you make a charged item, you give it one and only one version of a spell. In light of what you propose, when we release the magic item creation rules, some powerful items will let their user have access to an entire spell list and possibly bonus MP. We spent a few months revising the magic system, so please realize we'll need some time to balance and revise the magic item creation system. Ah, yes. When countering a magical skill (or a standard D&D spell of the appropriate type), you don't get a penalty if you have at least 1 rank in that skill. I'll have to reread exactly what blindsight and blindsense say, so I can know if you can defeat them. [/QUOTE]
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