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Mythic Earth revisions from game experience
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<blockquote data-quote="genshou" data-source="post: 2778882" data-attributes="member: 13164"><p><strong>RangerWickett</strong>, have you ever looked at the d20 System version of the Star Wars Roleplaying Game? They had a similar mechanic for Heal Another and Heal Self. Unfortunately, SWRPG isn't OGC, so I can't post it here. But the once-per-hour rule applied to vitality point healing.</p><p></p><p>I've thought about altering Cure that way in <em>Mythic Earth</em> and then dropping the spell level of healing abilities, but only in the context of a fantasy game. I've never really felt the need to do so in a modern game.</p><p></p><p><strong>Cheiromancer</strong>, have you tried decreasing the spellcasting DC as suggested in the sidebar on pg. 10? Dropping the base DC to 5 doesn't increase the maximum level of spell the PCs can cast, but what they can cast will fail with less frequency (a 25% greater chance to successfully cast any given sell). If you also use the Grim Magic variant from the sidebar on pg. 11, also count the level of the spell as 5 lower when determining the amount of ability damage to cause. In the little ME gaming I've done so far, this has worked well enough for me!</p><p></p><p>Till next reply,</p><p>~tpc</p></blockquote><p></p>
[QUOTE="genshou, post: 2778882, member: 13164"] [B]RangerWickett[/B], have you ever looked at the d20 System version of the Star Wars Roleplaying Game? They had a similar mechanic for Heal Another and Heal Self. Unfortunately, SWRPG isn't OGC, so I can't post it here. But the once-per-hour rule applied to vitality point healing. I've thought about altering Cure that way in [I]Mythic Earth[/I] and then dropping the spell level of healing abilities, but only in the context of a fantasy game. I've never really felt the need to do so in a modern game. [B]Cheiromancer[/B], have you tried decreasing the spellcasting DC as suggested in the sidebar on pg. 10? Dropping the base DC to 5 doesn't increase the maximum level of spell the PCs can cast, but what they can cast will fail with less frequency (a 25% greater chance to successfully cast any given sell). If you also use the Grim Magic variant from the sidebar on pg. 11, also count the level of the spell as 5 lower when determining the amount of ability damage to cause. In the little ME gaming I've done so far, this has worked well enough for me! Till next reply, ~tpc [/QUOTE]
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