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Elements of Magic - Mythic Earth (post-release proofread complete!)
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<blockquote data-quote="RangerWickett" data-source="post: 2658998" data-attributes="member: 63"><p>I'm highlighting the original text, and putting my replies in normal.</p><p></p><p>[hq]Okay, I've finally worked myself through EoM-ME. And I found several things:</p><p></p><p>Page 34: "Russell Vanderschmidt is too old to pin himself down with alleigances as he did in his youth." Allegiances isn't spelt correctly.</p><p></p><p>Page 39: "Because you are creating an entire spell, the dispel attempt takes only a standard action, not two full rounds. If your spell functions, you dispel the targeted spell." What do you mean with this sentence? Shouldn't be creating an entire spell last 2 rounds - or do you mean actually, that you don't create an actual spell?[/hq]</p><p></p><p>It should be, "Because you <em>aren't</em> creating an entire spell. . . ." You can counterspell by readying a standard action, and even cast a normal dispel as a standard action. Because magic is easier to get ahold of, I wanted it to be easier to get rid of magic too. This way things like charms and such aren't so debilitating. Any spellcaster can try to dispel, and it isn't too hard.</p><p></p><p>[hq]Page 39: "The check is modified only by your ranks in Spellcraft, not by your Intelligence modifier or any other ability except those the specifically say they assist dispel attempts." The "the" after "except" should be "that".</p><p></p><p>Page 41: Confusion should be allowed to be taken as moderate and strong effects, although the only benefit is, that a simple save won't help the victim.</p><p></p><p>Page 51: No mentioning, what a scryed place counts regarding the Int check DC?[/hq]</p><p></p><p>What do you mean? The only Intelligence check involved with scrying is to see whether you notice someone's scrying on you. A scryed place can't make an Intelligence check, because it's not intelligent.</p><p></p><p>[hq]Page 53: The class skill "Profession (Wis)" should be listed as "Profession (any) (Wis)".[/hq]</p><p></p><p>Not in D20 Modern, and I didn't think so either in D&D. In D20 Modern, Profession is your 'make money' skill. It is not tied to a single job.</p><p></p><p>[hq]No telepathic communication with Charm?[/hq]</p><p></p><p>I figure it can easily fall in with the existing telepathic compulsion enhancements. You're basically contacting their mind and choosing not to control it. They'd still get a Will save to boot you out, though.</p><p></p><p>[hq]How do you heal undead, if Heal harms them?[/hq]</p><p></p><p>Not all the possible uses of spells are covered. I'm sure a character with an appropriate tradition could create a Cure spell that can heal undead.</p><p></p><p>[hq]Why are certain uses of enhancements restricted in the number of times, which they can be selected?[/hq]</p><p></p><p>It's a guideline, mostly intended to keep magic items from going out of control. A Purchase DC 30 isn't <em>that</em> much easier than DC 35, so I either would have to drastically recost magic items to make anything other than 1st level spells unavailable, or I'd have to make detailed charts like in EOM-R showing a non-arithmetic progression. As usual, the GM can freely choose to let some enhancements be taken more times, thought I'd suggest they don't keep the same cost progression.</p><p></p><p>The goal was to provide a workable system that could do 95% of what you want to do in a game, and give the GM a baseline for winging the rest. For instance, in my game last night, a player wanted to cast a spell to find out whether his cel phone was being tapped. I ruled it as a 5th level Divine spell, and we ran with it. </p><p></p><p>[hq]I haven't seen an option, where Attack, Illusion, Move and Transform spells have no save.[/hq]</p><p></p><p>What do you mean? Spells that can be hostile always have a save.</p><p></p><p>[hq]Why can't the mental stats be improved in d20Modern? And why is the option missing to improve a Constitution skill (although there is only one skill)? Why isn't the bonus for strength skills doubled?[/hq]</p><p></p><p>I don't like stat-boosting items, especially not mental stat-boosting items. I just don't like the feel of them, especially since they're so ubiquitous in games. So I'm not saying such magic is impossible in a modern game, but it's something I feel the GM and the player should work out, and it shouldn't be <em>assumed</em> to exist.</p><p></p><p>Sure, boost Concentration. I'd suggest Cure, or possibly Charm.</p><p></p><p>Strength skills? Flying and such is harder to acquire than in normal EOM, so such skills are actually useful for longer.</p><p></p><p>[hq]I'm missing Still Spell and Silent Spell. Are other metamagic feats available?[/hq]</p><p></p><p>John Q Mayhem had it right.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2658998, member: 63"] I'm highlighting the original text, and putting my replies in normal. [hq]Okay, I've finally worked myself through EoM-ME. And I found several things: Page 34: "Russell Vanderschmidt is too old to pin himself down with alleigances as he did in his youth." Allegiances isn't spelt correctly. Page 39: "Because you are creating an entire spell, the dispel attempt takes only a standard action, not two full rounds. If your spell functions, you dispel the targeted spell." What do you mean with this sentence? Shouldn't be creating an entire spell last 2 rounds - or do you mean actually, that you don't create an actual spell?[/hq] It should be, "Because you [i]aren't[/i] creating an entire spell. . . ." You can counterspell by readying a standard action, and even cast a normal dispel as a standard action. Because magic is easier to get ahold of, I wanted it to be easier to get rid of magic too. This way things like charms and such aren't so debilitating. Any spellcaster can try to dispel, and it isn't too hard. [hq]Page 39: "The check is modified only by your ranks in Spellcraft, not by your Intelligence modifier or any other ability except those the specifically say they assist dispel attempts." The "the" after "except" should be "that". Page 41: Confusion should be allowed to be taken as moderate and strong effects, although the only benefit is, that a simple save won't help the victim. Page 51: No mentioning, what a scryed place counts regarding the Int check DC?[/hq] What do you mean? The only Intelligence check involved with scrying is to see whether you notice someone's scrying on you. A scryed place can't make an Intelligence check, because it's not intelligent. [hq]Page 53: The class skill "Profession (Wis)" should be listed as "Profession (any) (Wis)".[/hq] Not in D20 Modern, and I didn't think so either in D&D. In D20 Modern, Profession is your 'make money' skill. It is not tied to a single job. [hq]No telepathic communication with Charm?[/hq] I figure it can easily fall in with the existing telepathic compulsion enhancements. You're basically contacting their mind and choosing not to control it. They'd still get a Will save to boot you out, though. [hq]How do you heal undead, if Heal harms them?[/hq] Not all the possible uses of spells are covered. I'm sure a character with an appropriate tradition could create a Cure spell that can heal undead. [hq]Why are certain uses of enhancements restricted in the number of times, which they can be selected?[/hq] It's a guideline, mostly intended to keep magic items from going out of control. A Purchase DC 30 isn't [i]that[/i] much easier than DC 35, so I either would have to drastically recost magic items to make anything other than 1st level spells unavailable, or I'd have to make detailed charts like in EOM-R showing a non-arithmetic progression. As usual, the GM can freely choose to let some enhancements be taken more times, thought I'd suggest they don't keep the same cost progression. The goal was to provide a workable system that could do 95% of what you want to do in a game, and give the GM a baseline for winging the rest. For instance, in my game last night, a player wanted to cast a spell to find out whether his cel phone was being tapped. I ruled it as a 5th level Divine spell, and we ran with it. [hq]I haven't seen an option, where Attack, Illusion, Move and Transform spells have no save.[/hq] What do you mean? Spells that can be hostile always have a save. [hq]Why can't the mental stats be improved in d20Modern? And why is the option missing to improve a Constitution skill (although there is only one skill)? Why isn't the bonus for strength skills doubled?[/hq] I don't like stat-boosting items, especially not mental stat-boosting items. I just don't like the feel of them, especially since they're so ubiquitous in games. So I'm not saying such magic is impossible in a modern game, but it's something I feel the GM and the player should work out, and it shouldn't be [i]assumed[/i] to exist. Sure, boost Concentration. I'd suggest Cure, or possibly Charm. Strength skills? Flying and such is harder to acquire than in normal EOM, so such skills are actually useful for longer. [hq]I'm missing Still Spell and Silent Spell. Are other metamagic feats available?[/hq] John Q Mayhem had it right. [/QUOTE]
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