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Masque of the Red Death comments?
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<blockquote data-quote="YokoburiKinura" data-source="post: 2467193" data-attributes="member: 16986"><p>valhallan definitely has some valid points. The rules for gaining mystic spheres is obscure in the d20 book and needs errata or some house-ruling to work. It doesn't make clear that every mystic starts with minor access to All and minor access to at least one other domain, which is sometimes defined by your 'sub-class'; and that mystics can go up to major access in a domain or gain minor access to a new domain every level (but that is made clear in the 2E boxset).</p><p></p><p>I haven't used the rules as written in the d20 book; for the most part I've used d20 Modern with adept (arcane) magic being handled like d20 Call of Cthulhu.</p><p></p><p>History and place descriptions are essentially direct from the 2E boxset with minor alterations (by the way, that information is also on the Living Death site).</p><p></p><p>Overall, I think the Magic chapter is excellent; the absence of the one paragraph that would clear up Mystic domains is the one problem. The chapter on Victorian culture is new; the appendices are pretty good, more extensive than the 2E box. I like the villains, monsters, and advice on adventure creation.</p><p></p><p>So, whether it's worth $35 (~$23 on Amazon) is up to you. The rules are quite iffy. But the setting is great.</p></blockquote><p></p>
[QUOTE="YokoburiKinura, post: 2467193, member: 16986"] valhallan definitely has some valid points. The rules for gaining mystic spheres is obscure in the d20 book and needs errata or some house-ruling to work. It doesn't make clear that every mystic starts with minor access to All and minor access to at least one other domain, which is sometimes defined by your 'sub-class'; and that mystics can go up to major access in a domain or gain minor access to a new domain every level (but that is made clear in the 2E boxset). I haven't used the rules as written in the d20 book; for the most part I've used d20 Modern with adept (arcane) magic being handled like d20 Call of Cthulhu. History and place descriptions are essentially direct from the 2E boxset with minor alterations (by the way, that information is also on the Living Death site). Overall, I think the Magic chapter is excellent; the absence of the one paragraph that would clear up Mystic domains is the one problem. The chapter on Victorian culture is new; the appendices are pretty good, more extensive than the 2E box. I like the villains, monsters, and advice on adventure creation. So, whether it's worth $35 (~$23 on Amazon) is up to you. The rules are quite iffy. But the setting is great. [/QUOTE]
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