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EoM thoughts for 4E
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<blockquote data-quote="RangerWickett" data-source="post: 5032358" data-attributes="member: 63"><p>But since I don't want to be rude, let me see if I can riff on some of your ideas.</p><p></p><p></p><p></p><p>I'd rather go for a cross-sectional power choice. You have magic style -- spiritual (primarily vs. Will), elemental (primarily vs. Ref), natural (life & death, shapeshifting, primarily vs. Fort), or conjuration (primarily vs. AC).</p><p></p><p>You also choose from a list of magical tradition feats. Each feat gives you a few cantrips, plus some class ability (akin to channel divinity, or sorcerer power, or orb of imposition) that skews you toward one particular party role. Basic stuff like:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Fire mage - striker</li> <li data-xf-list-type="ul">Healer - leader</li> <li data-xf-list-type="ul">Necromancer - defender?</li> <li data-xf-list-type="ul">Enchanter - controller</li> <li data-xf-list-type="ul">Also storm mage, illusionist, shaman, etc.</li> <li data-xf-list-type="ul">And the arcanist feat, which gives you no particular power, but provides access to more types of spells from which to build your powers.</li> </ul><p></p><p></p><p>Your tradition gives you the equivalent of spell lists, or elements, or whichever iteration of EOM you liked best. </p><p></p><p></p><p></p><p>Sounds good. Details are of course the killer. It's a lot of work to figure out what can do what, which is why I'm leaning more to a rules-light approach of "let the players do what they want, trust page 42 for combat math balance, and otherwise roll with the punches."</p><p></p><p>How were you thinking of dividing up what types of magic you get access to, or calculating the MP costs of different attack types?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5032358, member: 63"] But since I don't want to be rude, let me see if I can riff on some of your ideas. I'd rather go for a cross-sectional power choice. You have magic style -- spiritual (primarily vs. Will), elemental (primarily vs. Ref), natural (life & death, shapeshifting, primarily vs. Fort), or conjuration (primarily vs. AC). You also choose from a list of magical tradition feats. Each feat gives you a few cantrips, plus some class ability (akin to channel divinity, or sorcerer power, or orb of imposition) that skews you toward one particular party role. Basic stuff like: [list] [*]Fire mage - striker [*]Healer - leader [*]Necromancer - defender? [*]Enchanter - controller [*]Also storm mage, illusionist, shaman, etc. [*]And the arcanist feat, which gives you no particular power, but provides access to more types of spells from which to build your powers. [/list] Your tradition gives you the equivalent of spell lists, or elements, or whichever iteration of EOM you liked best. Sounds good. Details are of course the killer. It's a lot of work to figure out what can do what, which is why I'm leaning more to a rules-light approach of "let the players do what they want, trust page 42 for combat math balance, and otherwise roll with the punches." How were you thinking of dividing up what types of magic you get access to, or calculating the MP costs of different attack types? [/QUOTE]
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