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<blockquote data-quote="TheAuldGrump" data-source="post: 4954249" data-attributes="member: 6957"><p>I have not yet tried Fantasy Craft at the upper limits, so I can't speak from experience.</p><p></p><p>I did run a game of Spycraft that made it to level eighteen or so, but the group was a trifle atypical in their approach. Two years of gaming - four combats, only one of which was really dangerous. The PCs managed to duck, dodge, sneak by, or otherwise avoid nearly every combat that I had in the campaign.... My favorite involved ballroom dancing, two partner swaps, and a minor illusion spell.... I actually got annoyed at how deft they became at avoiding conflict. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Something that had never happened to me before.</p><p></p><p>I have not taken a good look at True Sorcery yet, so I cannot really compare it to EoM:ME.</p><p></p><p>I did twiddle with the skill points though - the first Tradition feat a magic user takes gives him four skill points plus his Int modifier to spend only on the magic skills granted by that Tradition. He also gains a number of Magic skill points equal to the character's number of Tradition feats at each level. All other points come out of class skill points as usual.</p><p></p><p>Depending on the setting I also have casting deal subdual damage to the caster. (Still twiddling with that number - in my previously mentioned Steampunk game I first had the damage too high, and then too low. I am now going with subdual damage of D6 plus the level of the spell. The first spell is not very likely to knock you out, later spells without resting are much more likely to do so. All subdual damage resets at the end of the scene.</p><p></p><p>I am also still waffling on how to handle the subdual damage from Ritual spells - which has not been all that important in play, they managed to pretty much avoid ritual casting.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 4954249, member: 6957"] I have not yet tried Fantasy Craft at the upper limits, so I can't speak from experience. I did run a game of Spycraft that made it to level eighteen or so, but the group was a trifle atypical in their approach. Two years of gaming - four combats, only one of which was really dangerous. The PCs managed to duck, dodge, sneak by, or otherwise avoid nearly every combat that I had in the campaign.... My favorite involved ballroom dancing, two partner swaps, and a minor illusion spell.... I actually got annoyed at how deft they became at avoiding conflict. :p Something that had never happened to me before. I have not taken a good look at True Sorcery yet, so I cannot really compare it to EoM:ME. I did twiddle with the skill points though - the first Tradition feat a magic user takes gives him four skill points plus his Int modifier to spend only on the magic skills granted by that Tradition. He also gains a number of Magic skill points equal to the character's number of Tradition feats at each level. All other points come out of class skill points as usual. Depending on the setting I also have casting deal subdual damage to the caster. (Still twiddling with that number - in my previously mentioned Steampunk game I first had the damage too high, and then too low. I am now going with subdual damage of D6 plus the level of the spell. The first spell is not very likely to knock you out, later spells without resting are much more likely to do so. All subdual damage resets at the end of the scene. I am also still waffling on how to handle the subdual damage from Ritual spells - which has not been all that important in play, they managed to pretty much avoid ritual casting. The Auld Grump [/QUOTE]
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