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<blockquote data-quote="jmucchiello" data-source="post: 888570" data-attributes="member: 813"><p>Well, I certainly don't. Chapter 1 of Joe's Book of Enchantment contains several "what's wrong with magic" observations and proposes fixes. Chapter 2: New uses for Skills complains that spotting that you are being scried is a Scry check, a trained, exclusive skill. Why can't a fighter by levels of Scry on a cross-class basis. I think it would be interesting for the high-warlord type to know when he's being scried. That chapter also includes a variant new skill to handle giving conflicting commands to someone with multiple charms on him. The standards rules are, IMO, insufficient in a game with lots of charms, say a Deryni style game.</p><p></p><p>The real reason you don't see a lot of this is that large systems that need replacing are easier to deal with by using a different game system. Small things are hard to make a whole book about. So they are buried inside books about other things (such as my examples above).</p><p></p><p>EN-Publishing has Elements of Magic: a replacement spell system for people who don't like the Vancian spell system. There are other alternate spell systems. There are systems for gaining feats with XP. I think there are plenty of system tweaking books. Mongoose's ultimate game design book sounds like what you want, too.</p><p></p><p>My own Character Customization (still not done yet) twists and pulls at the threads of class creation. Someone could use it to make a classless system backward compatible with D&D if they put the effort into it. (I don't want to delay the book until 2005 (and such an idea was never my intention) so I not doing it.)</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 888570, member: 813"] Well, I certainly don't. Chapter 1 of Joe's Book of Enchantment contains several "what's wrong with magic" observations and proposes fixes. Chapter 2: New uses for Skills complains that spotting that you are being scried is a Scry check, a trained, exclusive skill. Why can't a fighter by levels of Scry on a cross-class basis. I think it would be interesting for the high-warlord type to know when he's being scried. That chapter also includes a variant new skill to handle giving conflicting commands to someone with multiple charms on him. The standards rules are, IMO, insufficient in a game with lots of charms, say a Deryni style game. The real reason you don't see a lot of this is that large systems that need replacing are easier to deal with by using a different game system. Small things are hard to make a whole book about. So they are buried inside books about other things (such as my examples above). EN-Publishing has Elements of Magic: a replacement spell system for people who don't like the Vancian spell system. There are other alternate spell systems. There are systems for gaining feats with XP. I think there are plenty of system tweaking books. Mongoose's ultimate game design book sounds like what you want, too. My own Character Customization (still not done yet) twists and pulls at the threads of class creation. Someone could use it to make a classless system backward compatible with D&D if they put the effort into it. (I don't want to delay the book until 2005 (and such an idea was never my intention) so I not doing it.) [/QUOTE]
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