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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="Archus" data-source="post: 1838755" data-attributes="member: 25334"><p>When put in light of having a range of 5 ft it may not bother me much - or I'm just going with my final option of quitting my whining. While you can't get cantrips that have a real range and have to spend more than I think is justified for range - you can do things that you can't in normal d20 (short range teleport or turning into a bird/fish for 1 MP for example). Overall EoMR makes much more sense.</p><p></p><p>I was considering allowing people to spend more MP than their caster level for general enhancements - hence overspending for range. Maybe I'll add a feat "Overcasting" that lets you spend 1 or 2 MP over you caster level limit for General enhancements only or "General Enhancment Specalist" that reduces the cost of General Enhancements by 1 or 2 MP.</p><p></p><p></p><p>I've grown accustom to fireball like damage, but this is just whining. Sure I can't dish out 10d6 fireballs at 10th level, but I can do a whole bunch more stuff as an EoMR spellcaster. Also my biggest complaints about D&D evaporate using EoMR:</p><p>* Multiclassing spellcasters are screwed. EoMR makes caster levels stack like base attack does for fighters.</p><p></p><p>* Clerics are a hideously overpowered class - better armor, weapons, hit points, special domain powers and about the same massive damage potential as wizards. EoMR puts all spellcasters on a level playing field.</p><p></p><p>I'm eagerly awaiting the Lyceian Arcana to start a game.</p></blockquote><p></p>
[QUOTE="Archus, post: 1838755, member: 25334"] When put in light of having a range of 5 ft it may not bother me much - or I'm just going with my final option of quitting my whining. While you can't get cantrips that have a real range and have to spend more than I think is justified for range - you can do things that you can't in normal d20 (short range teleport or turning into a bird/fish for 1 MP for example). Overall EoMR makes much more sense. I was considering allowing people to spend more MP than their caster level for general enhancements - hence overspending for range. Maybe I'll add a feat "Overcasting" that lets you spend 1 or 2 MP over you caster level limit for General enhancements only or "General Enhancment Specalist" that reduces the cost of General Enhancements by 1 or 2 MP. I've grown accustom to fireball like damage, but this is just whining. Sure I can't dish out 10d6 fireballs at 10th level, but I can do a whole bunch more stuff as an EoMR spellcaster. Also my biggest complaints about D&D evaporate using EoMR: * Multiclassing spellcasters are screwed. EoMR makes caster levels stack like base attack does for fighters. * Clerics are a hideously overpowered class - better armor, weapons, hit points, special domain powers and about the same massive damage potential as wizards. EoMR puts all spellcasters on a level playing field. I'm eagerly awaiting the Lyceian Arcana to start a game. [/QUOTE]
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