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Elements of Magic: Mythic Earth Game Advice
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<blockquote data-quote="Nowhere421" data-source="post: 5128932" data-attributes="member: 67171"><p><span style="font-family: 'Times New Roman'"><span style="color: White">So I've finally decided to start up an Elements of Magic: Mythic Earth game and I want to get a second opinion of some of the changes I've made before I put them into play. The biggest change I've made has been removing all the Traditions (or schools as I'm calling them) from the book and replacing them with a formula that lets characters design their own school. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White"></span></span></p><p><strong><span style="font-family: 'Times New Roman'"><span style="color: White">Basic Formula:</span></span></strong></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">The School starts off with 3 magical skills and 6 Points to spend on expanding the school. </span></span></p><p> </p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">Additional magical skill = 2</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">+1 to magical skill = 1</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">+2 to magical skill = 3</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">Boon = 3</span></span></p><p> </p><p> <span style="font-family: 'Times New Roman'"><span style="color: White"><strong>Boons: </strong>Some minor ability offered by the school that somehow relates to the schools theme. I don't have a comprehensive list at this point, but I'm using some of the abilities offered by the standard Traditions as a frame of reference. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White"></span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White"><strong>Mishap:</strong> If you want more points to spend on your school, you'll have to incorporate mishaps into your school. For the same of mitigating min-maxing, you can only take 4-5 Points worth of mishaps for the school. </span></span></p><p> </p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">1dX damage = 1</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">Take damage equal to spell's level = 2</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">Minor Status = 2</span></span></p><p> <span style="font-family: 'Times New Roman'"><span style="color: White">Major Status = 4</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: White"><strong>Minor: </strong>Prone, Pinned (1 Round), Fatigued (2 Rounds), Flat Footed (3 Rounds), Cowering (1 Round), Experience minor misfortune</span></span></p><p> </p><p> <span style="font-family: 'Times New Roman'"><span style="color: White"><strong>Major: </strong>Stunned (2 Rounds), Unconscious (1 round), Paralyzed (1 Round) Panicked (1 Round), Nauseated (1 Round), Dazed (2 Rounds), Blinded (1 Round), Experience aggravating misfortune </span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: White">I'm also including a rule shamelessly lifted from Monte Cook's World of Darkness. A mage can only maintain a number of non-instantaneous spells equal to his Intelligence, Wisdom, or Charisma modifier. If a mage is at his limit for ongoing spells, casting another non-instantaneous spell fails; he mist dismiss one of his ongoing spells to cast another or spend an Action Point to cast the new spell. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White">I've also decided to add in a new Mage feat that gives mages who select it the "minor shapeshift" ability Changelings possess in Eberron. I'm thinking of having 9 ranks in Transform as the main prerequisites for the feat. </span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: White">I've decided to omit the Charm magical skill for purely thematic reasons and I'm considering making a few changes to the Create skill as I'm a little worried that my players will use it to conjure tanks and other ridiculously powerful weapons. </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White">Thoughts? </span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: White"></span></span></p></blockquote><p></p>
[QUOTE="Nowhere421, post: 5128932, member: 67171"] [FONT=Times New Roman][COLOR=White]So I've finally decided to start up an Elements of Magic: Mythic Earth game and I want to get a second opinion of some of the changes I've made before I put them into play. The biggest change I've made has been removing all the Traditions (or schools as I'm calling them) from the book and replacing them with a formula that lets characters design their own school. [/COLOR][/FONT] [B][FONT=Times New Roman][COLOR=White]Basic Formula:[/COLOR][/FONT][/B] [FONT=Times New Roman][COLOR=White]The School starts off with 3 magical skills and 6 Points to spend on expanding the school. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Additional magical skill = 2[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]+1 to magical skill = 1[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]+2 to magical skill = 3[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Boon = 3[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White][B]Boons: [/B]Some minor ability offered by the school that somehow relates to the schools theme. I don't have a comprehensive list at this point, but I'm using some of the abilities offered by the standard Traditions as a frame of reference. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White][B]Mishap:[/B] If you want more points to spend on your school, you'll have to incorporate mishaps into your school. For the same of mitigating min-maxing, you can only take 4-5 Points worth of mishaps for the school. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]1dX damage = 1[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Take damage equal to spell's level = 2[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Minor Status = 2[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Major Status = 4[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White][B]Minor: [/B]Prone, Pinned (1 Round), Fatigued (2 Rounds), Flat Footed (3 Rounds), Cowering (1 Round), Experience minor misfortune[/COLOR][/FONT] [FONT=Times New Roman][COLOR=White][B]Major: [/B]Stunned (2 Rounds), Unconscious (1 round), Paralyzed (1 Round) Panicked (1 Round), Nauseated (1 Round), Dazed (2 Rounds), Blinded (1 Round), Experience aggravating misfortune [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]I'm also including a rule shamelessly lifted from Monte Cook's World of Darkness. A mage can only maintain a number of non-instantaneous spells equal to his Intelligence, Wisdom, or Charisma modifier. If a mage is at his limit for ongoing spells, casting another non-instantaneous spell fails; he mist dismiss one of his ongoing spells to cast another or spend an Action Point to cast the new spell. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]I've also decided to add in a new Mage feat that gives mages who select it the "minor shapeshift" ability Changelings possess in Eberron. I'm thinking of having 9 ranks in Transform as the main prerequisites for the feat. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]I've decided to omit the Charm magical skill for purely thematic reasons and I'm considering making a few changes to the Create skill as I'm a little worried that my players will use it to conjure tanks and other ridiculously powerful weapons. [/COLOR][/FONT] [FONT=Times New Roman][COLOR=White]Thoughts? [/COLOR][/FONT] [/QUOTE]
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