Flynn
First Post
Good Morning, All,
I recently acquired Mythic Earth from EN Publishing's Elements of Magic series, and I am greatly impressed with its flexibility and design. I think it has a lot of potential for a Grim Tales campaign, and am currently considering what I can do to bring it into GT without hurting GT's approach to low magic, high adventure. Magic can only be learned by taking ranks in spellcasting skills, which can only be accessed by someone who takes a magical tradition feat. Spells above your normal capacity to cast (i.e. requires more ranks than you have) cause spell burn (1d4 per 2 ranks, applied first to Str and then to Con.)
The author recognizes Grim Tales as a source of inspiration, and so the flavor seems pretty solid. There's even a boxed text for Grim Magic, which perhaps was inspired by GT and added for possible GT conversions. Using many of those suggestions seems to be a great place to start. Assuming a spellcasting base DC of 12+spell level, I'd add in the No Spontaneous Magic, Draining Magic and Magical Places options found in the Grim Magic boxed text.
Many of the more cinematic or "high magic" abilities require Craft Points, which are gained from expending action points (one action point equals ten times your current level in craft points). However, if you are playing in a GT game with one skull ratings, action points are renewed each session, so I'd daresay that I'd want to fall back on the notes in the D20 Fantasy section on replacing CPs with XP costs of the same value.
I haven't absorbed the Mythic Earth material in its entirety as yet, but I really like what I've read of it so far. Has any other GT fan read the material? And if so, what do you think about running a GT campaign using that system?
With Regards,
Flynn
				
			I recently acquired Mythic Earth from EN Publishing's Elements of Magic series, and I am greatly impressed with its flexibility and design. I think it has a lot of potential for a Grim Tales campaign, and am currently considering what I can do to bring it into GT without hurting GT's approach to low magic, high adventure. Magic can only be learned by taking ranks in spellcasting skills, which can only be accessed by someone who takes a magical tradition feat. Spells above your normal capacity to cast (i.e. requires more ranks than you have) cause spell burn (1d4 per 2 ranks, applied first to Str and then to Con.)
The author recognizes Grim Tales as a source of inspiration, and so the flavor seems pretty solid. There's even a boxed text for Grim Magic, which perhaps was inspired by GT and added for possible GT conversions. Using many of those suggestions seems to be a great place to start. Assuming a spellcasting base DC of 12+spell level, I'd add in the No Spontaneous Magic, Draining Magic and Magical Places options found in the Grim Magic boxed text.
Many of the more cinematic or "high magic" abilities require Craft Points, which are gained from expending action points (one action point equals ten times your current level in craft points). However, if you are playing in a GT game with one skull ratings, action points are renewed each session, so I'd daresay that I'd want to fall back on the notes in the D20 Fantasy section on replacing CPs with XP costs of the same value.
I haven't absorbed the Mythic Earth material in its entirety as yet, but I really like what I've read of it so far. Has any other GT fan read the material? And if so, what do you think about running a GT campaign using that system?
With Regards,
Flynn