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EOM compared to Core
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<blockquote data-quote="RangerWickett" data-source="post: 2552186" data-attributes="member: 63"><p>It is quite easy to just swap levels of D20 Modern Mage, Acolyte, and other similar advanced classes for the EOM Mage, Taskmage, and Mageknight, though you'd want to fiddle with them a bit to make them appropriate as advanced classes, and to add in necessary D20 Modern elements like Reputation and Defense bonuses and different skill lists.</p><p></p><p><em>Mythic Earth</em> presents its own 'Mage' advanced class (complete with a note that, yes, the name Mage is already taken, but it's the best name, and it's not like most people would use both Mages in the same game). The ME rules assume that usually characters will have access to magic at 1st level (though it's dinky until about 4th level), but you could fairly easily say that characters have to take the Mage advanced class before they can actually take any magical skills.</p><p></p><p>ME is different from standard EOM in that the spell creation system is streamlined significantly. Since everything is a magical skill, I was able to get things like divination and dispelling to make more sense in context of the system. Sure, the ~20 elemental attack side effects aren't all included, but there are 8 primary ones (acid, cold, death, electricity, fire, life, mental, and sonic). Sure there aren't strict listings of what all you can do with Create, but the spell is set up now so that MP cost is related to monetary cost, so you can say "I'm going to create light; that's like a flood lamp, which has Purchase DC x, so it's a y-level spell."</p><p></p><p>Basically, ME feels better to me in play style than core EOM does. It's also designed with d20 Modern in mind, with regards to things like making magic items (Purchase DCs and action points instead of gold and XP), massive damage save (slightly lower damage on spells), and availability of healing.</p><p></p><p>I hope to have the EOM teaser available this evening or tomorrow.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2552186, member: 63"] It is quite easy to just swap levels of D20 Modern Mage, Acolyte, and other similar advanced classes for the EOM Mage, Taskmage, and Mageknight, though you'd want to fiddle with them a bit to make them appropriate as advanced classes, and to add in necessary D20 Modern elements like Reputation and Defense bonuses and different skill lists. [i]Mythic Earth[/i] presents its own 'Mage' advanced class (complete with a note that, yes, the name Mage is already taken, but it's the best name, and it's not like most people would use both Mages in the same game). The ME rules assume that usually characters will have access to magic at 1st level (though it's dinky until about 4th level), but you could fairly easily say that characters have to take the Mage advanced class before they can actually take any magical skills. ME is different from standard EOM in that the spell creation system is streamlined significantly. Since everything is a magical skill, I was able to get things like divination and dispelling to make more sense in context of the system. Sure, the ~20 elemental attack side effects aren't all included, but there are 8 primary ones (acid, cold, death, electricity, fire, life, mental, and sonic). Sure there aren't strict listings of what all you can do with Create, but the spell is set up now so that MP cost is related to monetary cost, so you can say "I'm going to create light; that's like a flood lamp, which has Purchase DC x, so it's a y-level spell." Basically, ME feels better to me in play style than core EOM does. It's also designed with d20 Modern in mind, with regards to things like making magic items (Purchase DCs and action points instead of gold and XP), massive damage save (slightly lower damage on spells), and availability of healing. I hope to have the EOM teaser available this evening or tomorrow. [/QUOTE]
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