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Iron Heroes/Elements of Magic Arcanist fix
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<blockquote data-quote="Kaos" data-source="post: 2492566" data-attributes="member: 10644"><p>Just going to repost my response from usenet here for mal (with some editing) as he wanted cross-pollination and all that.</p><p></p><p>On the EoM magic skills: I'm not entirely sure they should be grouped. My reason for that is basically Mal's reason for thinking they should be: they're really spells modeled as skills to reflect skill-based aspects to them. Personally, I'm in favor of an arcanist being able to decide to only take one or two of them, but as a group there's no point to doing so. I'll gladly relent on that if it appears that most/nearly-all arcanists would be maxing out Divination, Dispell and Scry regardless of whether they get the group-'discount' or not.</p><p></p><p>Shadowborn doesn't stack with Skill Affinity, but does with Skill Focus (spellcraft) which to me says both become almost must-haves. I'd argue that it shouldn't, simply to make the choice less of a no-brainer. Not stacking with Affinity does that a bit as it is, though (either SB for +2 spellcraft, +2 knowledge(arcana) and - I'm presuming - the +2 MP, or Skill Affinity for +2 spellcraft, +2 to one of concentration, dispel, divination or scry skills.) </p><p></p><p>Some spell lists definately need specific attention, but that would vary a bit by expectations. I'd like to see move (space) either excised or cut down in range (ie under 100') for example, and wouldn't allow the mind-reading enhancements of the Compel list. Opinions will differ on the specifics here, though. If you're really going for a low/rare magic feel, go with Wulf's Rule: start with nothing, and add what is appropriate.</p><p></p><p>For healing effects: the common quickfix is to have all healing draw from reserve points (or, alternately, only be useful for replenishing reserve points,) possibly add strain effects if healing someone who has dropped into negatives.</p><p></p><p>I'm also thinking of tweaking the MP rules; no 'inherent' MP, concentration check against appropriate DCs to draw MP at various rates up to one's mana limit, with risks of a failed check (probably just strain again.) Make it a full round action, and drop actual spellcasting to a general full round action as normal (fast cast to make it a standard action.)</p></blockquote><p></p>
[QUOTE="Kaos, post: 2492566, member: 10644"] Just going to repost my response from usenet here for mal (with some editing) as he wanted cross-pollination and all that. On the EoM magic skills: I'm not entirely sure they should be grouped. My reason for that is basically Mal's reason for thinking they should be: they're really spells modeled as skills to reflect skill-based aspects to them. Personally, I'm in favor of an arcanist being able to decide to only take one or two of them, but as a group there's no point to doing so. I'll gladly relent on that if it appears that most/nearly-all arcanists would be maxing out Divination, Dispell and Scry regardless of whether they get the group-'discount' or not. Shadowborn doesn't stack with Skill Affinity, but does with Skill Focus (spellcraft) which to me says both become almost must-haves. I'd argue that it shouldn't, simply to make the choice less of a no-brainer. Not stacking with Affinity does that a bit as it is, though (either SB for +2 spellcraft, +2 knowledge(arcana) and - I'm presuming - the +2 MP, or Skill Affinity for +2 spellcraft, +2 to one of concentration, dispel, divination or scry skills.) Some spell lists definately need specific attention, but that would vary a bit by expectations. I'd like to see move (space) either excised or cut down in range (ie under 100') for example, and wouldn't allow the mind-reading enhancements of the Compel list. Opinions will differ on the specifics here, though. If you're really going for a low/rare magic feel, go with Wulf's Rule: start with nothing, and add what is appropriate. For healing effects: the common quickfix is to have all healing draw from reserve points (or, alternately, only be useful for replenishing reserve points,) possibly add strain effects if healing someone who has dropped into negatives. I'm also thinking of tweaking the MP rules; no 'inherent' MP, concentration check against appropriate DCs to draw MP at various rates up to one's mana limit, with risks of a failed check (probably just strain again.) Make it a full round action, and drop actual spellcasting to a general full round action as normal (fast cast to make it a standard action.) [/QUOTE]
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