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New 44-Page Elements of Magic (Revised) Preview!
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<blockquote data-quote="LeePerry" data-source="post: 1354570" data-attributes="member: 16603"><p><strong>2 cents worth</strong></p><p></p><p>Just 2 cents worth from a VERY ancient gamer (have I really been playing RPGs for that long?).</p><p></p><p>It seems (from all of the posts) that the typical attempt to "break the rules" followed by the inevitable "fix the leak" are dangerously close to removing most of what makes this new class appealing. There must be advantages for taking the class before it will be used. If you "fix" all of the "breaks", you might end up with a class that is significantly less powerful than a Wizard or Sorcerer AND less flexible.</p><p>Whenever someone says "I can do this!", instead of immediately considering this a break in the rules, check to see if this supposed advantage is offset by other weaknesses.</p><p></p><p>With that in mind, I do have a couple of suggestions: (I know, some will think that one or all of these blow the class balance. I just think one or all make sense...)</p><p>#1: Maximum MP currently equals your casting level. Why not allow maximum MP's to be your casting level PLUS 1/2 of your Intelligence Modifier (round down). This would allow a character with a high potential for magic (equated to Intelligence Modifier in 3.5) to push herself to greater effect. Maybe balance this with a fatigue penalty if your final spell MP exceeds your level. Picture Raistlin casting to exhaustion...</p><p>#2: I don't see anything regarding bonus MP's from high ability scores (unless I've overlooked it. If so, sorry...).</p><p>#3: BONUS SPELL LISTS EQUAL TO YOUR INTELLIGENCE MODIFIER! In my opinion, this only makes sense. A more intelligent caster should be able to call upon a greater variety of effects.</p><p></p><p>I truly loved the first version of The Elements of Magic (what do we call it? Elements Classic?). I think the potential is there for dramatic development.</p><p>I have ideas for a campaign (Ars Magica influenced) where game balance goes bye-bye and wizards are allowed to shine. This new rule book (or Elements Classic) sounds like the D20 rules I need to bring this vision to a magical life.</p><p></p><p>Again, just my 2 cents worth...</p></blockquote><p></p>
[QUOTE="LeePerry, post: 1354570, member: 16603"] [b]2 cents worth[/b] Just 2 cents worth from a VERY ancient gamer (have I really been playing RPGs for that long?). It seems (from all of the posts) that the typical attempt to "break the rules" followed by the inevitable "fix the leak" are dangerously close to removing most of what makes this new class appealing. There must be advantages for taking the class before it will be used. If you "fix" all of the "breaks", you might end up with a class that is significantly less powerful than a Wizard or Sorcerer AND less flexible. Whenever someone says "I can do this!", instead of immediately considering this a break in the rules, check to see if this supposed advantage is offset by other weaknesses. With that in mind, I do have a couple of suggestions: (I know, some will think that one or all of these blow the class balance. I just think one or all make sense...) #1: Maximum MP currently equals your casting level. Why not allow maximum MP's to be your casting level PLUS 1/2 of your Intelligence Modifier (round down). This would allow a character with a high potential for magic (equated to Intelligence Modifier in 3.5) to push herself to greater effect. Maybe balance this with a fatigue penalty if your final spell MP exceeds your level. Picture Raistlin casting to exhaustion... #2: I don't see anything regarding bonus MP's from high ability scores (unless I've overlooked it. If so, sorry...). #3: BONUS SPELL LISTS EQUAL TO YOUR INTELLIGENCE MODIFIER! In my opinion, this only makes sense. A more intelligent caster should be able to call upon a greater variety of effects. I truly loved the first version of The Elements of Magic (what do we call it? Elements Classic?). I think the potential is there for dramatic development. I have ideas for a campaign (Ars Magica influenced) where game balance goes bye-bye and wizards are allowed to shine. This new rule book (or Elements Classic) sounds like the D20 rules I need to bring this vision to a magical life. Again, just my 2 cents worth... [/QUOTE]
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