Nowhere421
First Post
Alrighty, a few days ago I got my hands on a copy of Elements of Magic: Mythic Earth and fell in love with the system on sight. Mythic Earth's magic system is pretty much everything I've been looking for in a d20 magic system and I'm really looking foward to running a ME game! However, I do have some concerns that were not addressed in the book, so I've come here looking for advice on these matters.
1.) Are there any particular guidelines I can follow when creating new Traditions? I want to include a few traditions of my own design and convert some from other games, but I'm not entirely sure how to go about it. This two Traditions represents my first attempt (would you say that they are balanced or should I go back to the drawing board?):
DIPSOMANCY [TRADITION]
You believe you gain potent magical powers while intoxicated.
Benefit: You gain the magical skills Attack, Defend, Divine, Illusion, Move, and Summon as class skills and receive a +2 bonus to all spellcasting checks. You may only cast spells while you are inebriated and must suffer from some manner of impairment penalty from an intoxicant to get your mojo to work just right; no penalty, no magic.
Rituals: [Not entirely sure what kind of rituals this tradition would have...]
Mishap: The mishap for this tradition is either going to be a.) You suffer a penalty equal to half the spell level to Wisdom for as long as the spell’s intended duration or b.) you pass out (and are thus rendered helpless) for the spell's intended duration.
ONE THOUSAND AND ONE NIGHTS [TRADITION]
You are heir to the wondrous and supremely flexible, though blatantly unsubtle, magical traditions of Persia and the ancient Middle East.
Prerequisite: Knowledge (history) 4 ranks
Benefit: You gain all magical skills as class skills and gain a +2 bonus to any one spellcasting check of your choice, but you may not use death, physical damage, mental or sonic Attack spells, do not gain telepathic or mind reading Charm spells, and may only use obedient Summon spells. Furthermore any check made to reveal the presence of you or your magic is made with a +4 bonus.
Rituals: [still working on it...]
Mishap: You take damage equal to the spell level, and become surrounded in a terrifying nimbus of power, imposing a penalty on all Hide, Move Silently, and Charisma checks equal to half the spell’s level for the spell’s intended duration.
2.) Are there any specific pitfalls I should avoid while running an EoM: ME game?
3.) Pretty much everyone in my group wants to be a spellcaster, which is fine by me, but I am kind of worried about what an entire group of mages will do to the game. What would be the best way to keep the game balanced, fun, and challenging without rendering the player's powers useless at every other turn or unfairly railroading anyone?
4.) In my game, dimensional travel will play a pretty big part in the character's day-to-day lives, so I'm considering lowering the level cost of the Teleport, Shift to Gaia enhancement by 2 points. Is this a good idea?
5.) I've been thinking of using a different rule when it comes to dealing with Affliction enhancements and death damage under the Attack skill: rather than be avialible only to characters who have a Tradition that lets them deal death damage, any character with at least 6 ranks in the Attack skill may make full use of Affliction enhancements and death damage. Likewise, under the attack skill, to gain use of the "Other Move Enhancements" (fly, teleport, etc.) a character need only have 6-8 ranks in the Move skill. Is this a sound varient?
And that's all I got for now. I'd appreciate any advice I can get ^^ Also, I'm new to these forums so if this thread is in the wroong area, plase pardon my ignorance.
1.) Are there any particular guidelines I can follow when creating new Traditions? I want to include a few traditions of my own design and convert some from other games, but I'm not entirely sure how to go about it. This two Traditions represents my first attempt (would you say that they are balanced or should I go back to the drawing board?):
DIPSOMANCY [TRADITION]
You believe you gain potent magical powers while intoxicated.
Benefit: You gain the magical skills Attack, Defend, Divine, Illusion, Move, and Summon as class skills and receive a +2 bonus to all spellcasting checks. You may only cast spells while you are inebriated and must suffer from some manner of impairment penalty from an intoxicant to get your mojo to work just right; no penalty, no magic.
Rituals: [Not entirely sure what kind of rituals this tradition would have...]
Mishap: The mishap for this tradition is either going to be a.) You suffer a penalty equal to half the spell level to Wisdom for as long as the spell’s intended duration or b.) you pass out (and are thus rendered helpless) for the spell's intended duration.
ONE THOUSAND AND ONE NIGHTS [TRADITION]
You are heir to the wondrous and supremely flexible, though blatantly unsubtle, magical traditions of Persia and the ancient Middle East.
Prerequisite: Knowledge (history) 4 ranks
Benefit: You gain all magical skills as class skills and gain a +2 bonus to any one spellcasting check of your choice, but you may not use death, physical damage, mental or sonic Attack spells, do not gain telepathic or mind reading Charm spells, and may only use obedient Summon spells. Furthermore any check made to reveal the presence of you or your magic is made with a +4 bonus.
Rituals: [still working on it...]
Mishap: You take damage equal to the spell level, and become surrounded in a terrifying nimbus of power, imposing a penalty on all Hide, Move Silently, and Charisma checks equal to half the spell’s level for the spell’s intended duration.
2.) Are there any specific pitfalls I should avoid while running an EoM: ME game?
3.) Pretty much everyone in my group wants to be a spellcaster, which is fine by me, but I am kind of worried about what an entire group of mages will do to the game. What would be the best way to keep the game balanced, fun, and challenging without rendering the player's powers useless at every other turn or unfairly railroading anyone?
4.) In my game, dimensional travel will play a pretty big part in the character's day-to-day lives, so I'm considering lowering the level cost of the Teleport, Shift to Gaia enhancement by 2 points. Is this a good idea?
5.) I've been thinking of using a different rule when it comes to dealing with Affliction enhancements and death damage under the Attack skill: rather than be avialible only to characters who have a Tradition that lets them deal death damage, any character with at least 6 ranks in the Attack skill may make full use of Affliction enhancements and death damage. Likewise, under the attack skill, to gain use of the "Other Move Enhancements" (fly, teleport, etc.) a character need only have 6-8 ranks in the Move skill. Is this a sound varient?
And that's all I got for now. I'd appreciate any advice I can get ^^ Also, I'm new to these forums so if this thread is in the wroong area, plase pardon my ignorance.
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