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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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[Iron Heroes] Magic oddities.
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<blockquote data-quote="JohnSnow" data-source="post: 2479546" data-attributes="member: 32164"><p>Exactly. I think the spell system in <em>Iron Heroes</em> is VERY intriguing. I just don't think it quite hits all the things I want magic to do in my games. In other words, I like it, I just think it's so close to being a homerun that I want to see if I can tweak it into being one. Right now, it's more like a groundrule double. :\ </p><p></p><p>The fact that casters can only throw a couple spells a day without being in serious trouble is an annoyance. <em>Iron Heroes</em> in general is so well-written to avoid the "per day" mess that I'd hate to allow a caster in my group, because they'd want to rest up and regain spells after every encounter. I'd rather they had more level-appropriate powers usable "at will." The aspects of power are nice, but they're not enough.</p><p></p><p>All of my proposals have been for ways to accomplish certain other kinds of spells. I'm quite happy that teleport and detect magic are gone (along with all the alignment spells), and I guess I won't miss "Fly" either. However, entangle is gone too along with all of its nature-loving kin, like the "weather affecting" spells, and that's sorta sad. Now maybe what I'm really saying is that the book just needs more "spell methods." But I also think that the "academic" classification of D&D schools is a little jarring in an otherwise much more primitive feeling world. So my ideal system would junk Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation for divisions that fit the "feel" better.</p><p></p><p>I actually think arcanists are pretty well-balanced if you let the Mana Limit be "per encounter" (So it regnerates in about an hour), rather than "per day." An arcanist's power is already pretty well reigned-in by both Spell Mastery levels and casting checks.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2479546, member: 32164"] Exactly. I think the spell system in [i]Iron Heroes[/i] is VERY intriguing. I just don't think it quite hits all the things I want magic to do in my games. In other words, I like it, I just think it's so close to being a homerun that I want to see if I can tweak it into being one. Right now, it's more like a groundrule double. :\ The fact that casters can only throw a couple spells a day without being in serious trouble is an annoyance. [i]Iron Heroes[/i] in general is so well-written to avoid the "per day" mess that I'd hate to allow a caster in my group, because they'd want to rest up and regain spells after every encounter. I'd rather they had more level-appropriate powers usable "at will." The aspects of power are nice, but they're not enough. All of my proposals have been for ways to accomplish certain other kinds of spells. I'm quite happy that teleport and detect magic are gone (along with all the alignment spells), and I guess I won't miss "Fly" either. However, entangle is gone too along with all of its nature-loving kin, like the "weather affecting" spells, and that's sorta sad. Now maybe what I'm really saying is that the book just needs more "spell methods." But I also think that the "academic" classification of D&D schools is a little jarring in an otherwise much more primitive feeling world. So my ideal system would junk Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation for divisions that fit the "feel" better. I actually think arcanists are pretty well-balanced if you let the Mana Limit be "per encounter" (So it regnerates in about an hour), rather than "per day." An arcanist's power is already pretty well reigned-in by both Spell Mastery levels and casting checks. [/QUOTE]
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