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Elements of Magic - Mythic Earth (post-release proofread complete!)
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<blockquote data-quote="JohnSnow" data-source="post: 2699797" data-attributes="member: 32164"><p>Okay Ryan, I hope you don't think I'm a heretic for doing this, but your <em>Elements of Magic - Revised</em> attracted quite a bit of attention over on the <em>Iron Heroes</em> boards. As you might have heard, a lot of the people who were otherwise quite enthusiastic about IH weren't overly thrilled with its magic system. So we started coming up with alternatives. Other systems were suggested, and one of our regulars (Sean 'Malachius Invictus' Laney) worked up an IH modification for <em>Elements of Magic - Revised</em>. And while I liked it, I thought it was a bit "complicated" for my tastes (not to mention that I hate magic points).</p><p></p><p>So I started mucking around with adapting other systems - <em>Black Company, Midnight, Thieves' World,</em> Skill-based spellcasting from Sword & Sorcery's <em>Advanced Player's Guide</em>, and more. I was compiling information to create a flexible system that would use a spellcasting skill and feats that granted spell access. Then I saw <em>Elements of Magic: Mythic Earth</em>. And you've basically gone and done the work for me - thanks!</p><p></p><p>However, I do have a few questions.</p><p></p><p>1. 10 "spellcasting skills" seems like a lot. That basically means most casters will only be able to max out a few skills. That's thematically nice in a sense, but prevents really "broad" spellcasters. I'm considering lumping the tradition skills together as a "skill group" (an IH concept), or possibly reducing to one spellcasting skill and making the "skills" spell types that become available if you have the right tradition feat. Any thoughts?</p><p></p><p>2. <em>Iron Heroes</em> characters get a LOT of feats. Okay, most of them don't get many more than <em>d20 Modern</em> characters, but it's a LOT compared to the D&D classes. Any balance issues with this system from characters getting more feats?</p><p></p><p>3. Just a whacky question: how would you cover spellcasters who can manipulate weather to produce, oh, a stiff wind, or a snowstorm, or something of that nature? Just curious.</p><p></p><p>Do you think <em>Elements of Magic: Mythic Earth</em> is a reasonable magic system for something like <em>Iron Heroes</em>? Or do you think the magic is too good. I like the casting check, and could easily see implementing either Drain (subdual damage equal to EOM:ME spell level/2) or some other mechanic to reign spellcasters in if necessary.</p><p></p><p>So do I have your permission to make some modifications to the system to make it work for <em>Iron Heroes</em> and share those rules? (I'd give you full credit for the system of course, and direct interested parties to pick up EoM: ME). What do you think of the whole idea?</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2699797, member: 32164"] Okay Ryan, I hope you don't think I'm a heretic for doing this, but your [i]Elements of Magic - Revised[/i] attracted quite a bit of attention over on the [i]Iron Heroes[/i] boards. As you might have heard, a lot of the people who were otherwise quite enthusiastic about IH weren't overly thrilled with its magic system. So we started coming up with alternatives. Other systems were suggested, and one of our regulars (Sean 'Malachius Invictus' Laney) worked up an IH modification for [i]Elements of Magic - Revised[/i]. And while I liked it, I thought it was a bit "complicated" for my tastes (not to mention that I hate magic points). So I started mucking around with adapting other systems - [i]Black Company, Midnight, Thieves' World,[/i] Skill-based spellcasting from Sword & Sorcery's [i]Advanced Player's Guide[/i], and more. I was compiling information to create a flexible system that would use a spellcasting skill and feats that granted spell access. Then I saw [i]Elements of Magic: Mythic Earth[/i]. And you've basically gone and done the work for me - thanks! However, I do have a few questions. 1. 10 "spellcasting skills" seems like a lot. That basically means most casters will only be able to max out a few skills. That's thematically nice in a sense, but prevents really "broad" spellcasters. I'm considering lumping the tradition skills together as a "skill group" (an IH concept), or possibly reducing to one spellcasting skill and making the "skills" spell types that become available if you have the right tradition feat. Any thoughts? 2. [i]Iron Heroes[/i] characters get a LOT of feats. Okay, most of them don't get many more than [i]d20 Modern[/i] characters, but it's a LOT compared to the D&D classes. Any balance issues with this system from characters getting more feats? 3. Just a whacky question: how would you cover spellcasters who can manipulate weather to produce, oh, a stiff wind, or a snowstorm, or something of that nature? Just curious. Do you think [i]Elements of Magic: Mythic Earth[/i] is a reasonable magic system for something like [i]Iron Heroes[/i]? Or do you think the magic is too good. I like the casting check, and could easily see implementing either Drain (subdual damage equal to EOM:ME spell level/2) or some other mechanic to reign spellcasters in if necessary. So do I have your permission to make some modifications to the system to make it work for [i]Iron Heroes[/i] and share those rules? (I'd give you full credit for the system of course, and direct interested parties to pick up EoM: ME). What do you think of the whole idea? [/QUOTE]
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