Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Looking for Advice on EoM: Mythic Earth
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nowhere421" data-source="post: 4277463" data-attributes="member: 67171"><p>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.</p><p></p><p>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?): </p><p></p><p><strong>DIPSOMANCY [TRADITION]</strong></p><p>You believe you gain potent magical powers while intoxicated.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Rituals:</strong> [Not entirely sure what kind of rituals this tradition would have...]</p><p><strong>Mishap:</strong> The mishap for this tradition is either going to be <strong>a.)</strong> You suffer a penalty equal to half the spell level to Wisdom for as long as the spell’s intended duration or <strong>b.)</strong> you pass out (and are thus rendered helpless) for the spell's intended duration.</p><p></p><p><strong>ONE THOUSAND AND ONE NIGHTS [TRADITION]</strong></p><p>You are heir to the wondrous and supremely flexible, though blatantly unsubtle, magical traditions of Persia and the ancient Middle East. </p><p><strong>Prerequisite:</strong> Knowledge (history) 4 ranks</p><p><strong>Benefit: </strong> 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.</p><p><strong>Rituals: </strong> [still working on it...]</p><p><strong>Mishap: </strong> 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.</p><p></p><p>2.) Are there any specific pitfalls I should avoid while running an EoM: ME game?</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Nowhere421, post: 4277463, member: 67171"] 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?): [B]DIPSOMANCY [TRADITION][/B] You believe you gain potent magical powers while intoxicated. [B]Benefit:[/B] 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. [B]Rituals:[/B] [Not entirely sure what kind of rituals this tradition would have...] [B]Mishap:[/B] The mishap for this tradition is either going to be [B]a.)[/B] You suffer a penalty equal to half the spell level to Wisdom for as long as the spell’s intended duration or [B]b.)[/B] you pass out (and are thus rendered helpless) for the spell's intended duration. [B]ONE THOUSAND AND ONE NIGHTS [TRADITION][/B] You are heir to the wondrous and supremely flexible, though blatantly unsubtle, magical traditions of Persia and the ancient Middle East. [B]Prerequisite:[/B] Knowledge (history) 4 ranks [B]Benefit: [/B] 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. [B]Rituals: [/B] [still working on it...] [B]Mishap: [/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Looking for Advice on EoM: Mythic Earth
Top