Sorry for the delay, but I was thinking about that a bit longer, so I wouldn't miss something important.
RangerWickett said:
There is no way in the system to make spells that should require a save, not require a save. An Attack spell that gives a weapon the flaming enhancement has no save; it doesn't need one. An Attack spell that deals direct damage always has a save, but if you roll a nat 20, that save is harder to resist.
So there is no way to exchange a save against a (ranged) touch attack?
Nope. That was one of the greatest complaints from EOM-R. Touch attacks were just better than saves in most instances. You can still use Attack to enhance an item with bonus damage dice, but you'd have to bypass armor. So no, there aren't touch attacks. If you wanted to introduce touch attack spells, I'd have to suggest increasing the spell's level to compensate, but I couldn't say by how much.
RangerWickett said:
In the core rules, if something costs 250 GP market value, it costs you 10 XP and 125 GP to make. In the modern system, though, money is a much harder beast to wrangle, so I could not easily say, "The item has a Purchase DC 25. To make it, you must spend 10 XP and provide materials with a Purchase DC 15." To avoid having to make that sort of weird cost calculation, I made magic items cost only XP (or rather, Craft Points).
Thus, instead of the XP cost being 1/25 of the GP market value cost, it's 1/20. Does that make sense?
So instead requiring (sp?) XP and money you only require XP, but a bit more than in than in the core rules to make it fair?
Yes.
RangerWickett said:
Death effects are more powerful, akin to the specialized movement abilities like fly, teleport, and turning ethereal. Only some people can access them. Generally, the tradition feats that provide access to Death damage are slightly weaker than the other tradition feats.
I didn't notice the power difference. It would have been to have a guideline included, so one can gauge the power of a tradition feat directly.
It's really a balancing act to make sure a given tradition isn't too powerful. I think I may have made a mistake when the PC Mage in my campaign just leveled and took both Telepath and Postmodern Magus at the same level, which basically gives him a +4 bonus to his Charm spellcasting, among other things. He's becoming quite the versatile spellcaster, with Wicca, Spanish Inquisitor, and now Telepath.
But anyway, the traditions that can get death damage generally don't get as many of the utility spells. They have to focus on attacking.
RangerWickett said:
The following is in the updated version:
Dispelling Magic Items
If you successfully dispel a magic item, permanent spell, or curse, its effects are suppressed for one minute. When attempting to dispel a permanent effect, you can choose to increase the DC by 1 to increase the duration to 10 minutes, or increase it by 3 to increase the duration to one hour, or by 8 to increase the duration to one day.
Are curses also permanent effects? And if I create permanent spells with create, do the creations vanish for the duration of the dispel spell?
Curses are permanent (like a magic item) not permanent like a spell with a permanent duration (to use a core example, if you dispel continual flame, the spell ends for good). I'd say yes to the create question. If you make a permanent bridge, it could be dispelled temporarily.
BTW, when do the proofreaders get the updated version? Unfortunately, RPGnow sends update links only to people, who have bought a product. And if you haven't that already since I checked, I suggest to update the description on RPGnow, so it reflects the revision and that the weak points in the reviews have been addressed.
Email me. I'm sorry I forgot about that, but I've been very busy with the new store. Heck, I still have 3 proposals in my inbox that I haven't addressed yet. I'm trying to finish all my current projects before starting anything new.
But yeah, email me, and I'll send you an updated copy.