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<blockquote data-quote="ValhallaGH" data-source="post: 4278351" data-attributes="member: 41187"><p>1) Dipsomancy rituals should involve drunken / stoned orgies.</p><p>Dipsomancy is okay but 1001 Nights is broken. There's a reason the generalist wizard tradition takes a -2 (it really only needs to be a -1) to it's spellcasting.</p><p>2) The Defend skill can be really ridiculous, as can the Move (Haste) stuff. Charm is insanely broken without a few small adjustments, after which it becomes quite reasonable. Rituals are usually okay but can get out of hand quickly.</p><p>And keep an eye on the magical enhancement limits. Your players won't, so you have to.</p><p>3) Use opposing mages, magical creatures, or magically aware- mage fighting organizations. Very, very rarely negate their magical abilities; instead oppose them with magics, tactics, and skills that make it difficult and fun for them to face these challenges.</p><p>4) Can't say. It might be alright but it might allow abusive travel, escapes, and other uses. Good luck.</p><p>5) No. Afflictions are freaking nasty. Even if you don't let them stack (which I didn't), they are the quickest way to end a fight (all enemies are reduced to 18 or fewer "hp" since a 0 ability renders the victim comatose, paralyzed or dead). Affecting others with move powers is insanely nice for combat, but not as bad for long distance travel.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4278351, member: 41187"] 1) Dipsomancy rituals should involve drunken / stoned orgies. Dipsomancy is okay but 1001 Nights is broken. There's a reason the generalist wizard tradition takes a -2 (it really only needs to be a -1) to it's spellcasting. 2) The Defend skill can be really ridiculous, as can the Move (Haste) stuff. Charm is insanely broken without a few small adjustments, after which it becomes quite reasonable. Rituals are usually okay but can get out of hand quickly. And keep an eye on the magical enhancement limits. Your players won't, so you have to. 3) Use opposing mages, magical creatures, or magically aware- mage fighting organizations. Very, very rarely negate their magical abilities; instead oppose them with magics, tactics, and skills that make it difficult and fun for them to face these challenges. 4) Can't say. It might be alright but it might allow abusive travel, escapes, and other uses. Good luck. 5) No. Afflictions are freaking nasty. Even if you don't let them stack (which I didn't), they are the quickest way to end a fight (all enemies are reduced to 18 or fewer "hp" since a 0 ability renders the victim comatose, paralyzed or dead). Affecting others with move powers is insanely nice for combat, but not as bad for long distance travel. Good luck. [/QUOTE]
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