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[Iron Heroes] A less drastic magic fix
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<blockquote data-quote="Particle_Man" data-source="post: 2495342" data-attributes="member: 892"><p>This is just an idea I am batting about. The main problems with IH magic seem to be Evocation being too weak and Conj and Trans being too strong. My idea:</p><p></p><p>1a) Get rid of Evocation -- it doesn't seem to fit the theme that well to increase its power, and a weakened version might as well be put out of its misery.</p><p></p><p>or</p><p></p><p>1b) Give every arcanist an extra Primary method, evocation only. If it is going to be a wimpy side effect, you might as well let everyone have it.</p><p></p><p>2) Have Conjured Creatures be without any spells, spell-like abilities or supernatural abilities. Since these creatures were not summoned, but created on the spot, and since you don't have those abilities, I don't see how such creatures would gain such abilities anyhow.</p><p></p><p>3) Have limits on Transmute creature similar to the conjuration table (so you can only transform beings into animals at low mastery levels). Ignore "save or die" conditions -- someone transformed into a fish will still be able to breathe air if in an airy environment, etc.</p><p>[This still allows you to transform into a snake. This is important <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ].</p><p></p><p>Other concerns I don't see as big a problem with:</p><p></p><p>4) "Undead too wimpy". They are permanent servants, unlike the conjured creatures. Thus, I accept their wimpiness. Note that no one in IH has the power to turn them.</p><p></p><p>5) "Healing too easy". Well, one could ban this, I suppose, but I don't mind it that much.</p><p></p><p>6) "Ability drain from Transmute is an animal-stopper, including a dinosaur-stopper." So what? With Venom Lore one can do exactly the same thing with intelligence damaging poison on a weapon. There is even a Fort save in both cases. Instead of a "to hit" roll you make a "channeling" roll. Besides, it matches what Rayek does in Elfquest when he hunts animals in book one of the series. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>All this said, I don't mean to denigrate the work others are doing on magic in IH. I was just throwing up some ideas that are based on "tweaking what is there" rather than replacing it entirely.</p><p></p><p>I look forward to comments. None of the above has been playtested, btw.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 2495342, member: 892"] This is just an idea I am batting about. The main problems with IH magic seem to be Evocation being too weak and Conj and Trans being too strong. My idea: 1a) Get rid of Evocation -- it doesn't seem to fit the theme that well to increase its power, and a weakened version might as well be put out of its misery. or 1b) Give every arcanist an extra Primary method, evocation only. If it is going to be a wimpy side effect, you might as well let everyone have it. 2) Have Conjured Creatures be without any spells, spell-like abilities or supernatural abilities. Since these creatures were not summoned, but created on the spot, and since you don't have those abilities, I don't see how such creatures would gain such abilities anyhow. 3) Have limits on Transmute creature similar to the conjuration table (so you can only transform beings into animals at low mastery levels). Ignore "save or die" conditions -- someone transformed into a fish will still be able to breathe air if in an airy environment, etc. [This still allows you to transform into a snake. This is important :) ]. Other concerns I don't see as big a problem with: 4) "Undead too wimpy". They are permanent servants, unlike the conjured creatures. Thus, I accept their wimpiness. Note that no one in IH has the power to turn them. 5) "Healing too easy". Well, one could ban this, I suppose, but I don't mind it that much. 6) "Ability drain from Transmute is an animal-stopper, including a dinosaur-stopper." So what? With Venom Lore one can do exactly the same thing with intelligence damaging poison on a weapon. There is even a Fort save in both cases. Instead of a "to hit" roll you make a "channeling" roll. Besides, it matches what Rayek does in Elfquest when he hunts animals in book one of the series. :) All this said, I don't mean to denigrate the work others are doing on magic in IH. I was just throwing up some ideas that are based on "tweaking what is there" rather than replacing it entirely. I look forward to comments. None of the above has been playtested, btw. [/QUOTE]
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