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Note to self - things to fix for EOM
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<blockquote data-quote="Verequus" data-source="post: 1855495" data-attributes="member: 9135"><p>Isn't this the Unearthed Arcana rule? While I see the merit of it, I don't believe, that +1/4 caster level is enough, if you think of a caster level as the MP threshold - in this case it should be at least +1/2 caster level advancement. But if you mean real caster levels, so that a Fighter 4/Mage 1 has the spellcasting abilities of a Mage 2, then... I don't know. It is one of the cases, where the line is fine between overpowered, underpowered or exactly right. Playtesting is the only possibility to find this out. Apropos playtesting - does your gaming group use EoMR? Your several threads indicate otherwise.</p><p></p><p></p><p></p><p>Extra MP is the feat, right? If yes, then it is a good idea.</p><p></p><p></p><p></p><p>Like I said in Kemrain's House Rule Thread, Spell List Familiarity should be useable on Action types, not on single spell lists.</p><p></p><p>In EoMR you referred on page 19: "Friendly elements are adjacent to each other, while opposing elements are on the opposite sides of the sphere." This should be corrected.</p><p></p><p>I'd like to see a rule, which allows the replacing of a minor respectively of a moderate boon, if you choose a moderate respectively a major boon, which can be considered as a scaled magic boon (e.g. Spititual Mediums and Sixth Sense boons). This motivates the choosing of some minor boons, which are likely to be ignored by a powergamer.</p><p></p><p>Page 42: "Telepathic Domination (7 MP). For the spell’s duration, you may command the creature whenever you want from any distance, with any level of complexity." While you said, it won't extend on other planes, it would be nice to see that mentioned.</p><p></p><p>And again some errors, you've missed to correct.</p><p></p><p>Page 24: "Diogenes’s Deshackling (Dispel Magic 13/Gen 2)": The spell is a Dispel Magic 14/Gen 1.</p><p></p><p>Yes, it is incorrectly listed as 13/2 on page 24.</p><p></p><p>Page 34: only the table has the text "Energy Weakness", the surrounding text mentions still "Energy Resistance".</p><p></p><p>Page 35: Desert Cloak: You have mentioned "300 degrees", but not that they are in Fahrenheit, not the equivalent in Celcius (150°) nor, how do you calculated the figure (the last thing should be mentioned in the Abjure List itself).</p><p></p><p>Page 45: "Create Air": "farhenheit" instead "Fahrenheit".</p><p></p><p>Page 46: "Create Light", "Create Shadow": Do they cancel each other? At least Evoke Shadow has an influence on Create Light, but why not vice versa?</p><p></p><p>Of course they negate each other.</p><p></p><p>This isn't mentioned. Also, Create Shadow has no space, which separates it from Create Ooze.</p><p></p><p>Page 48: "Pocket Armory": "Thee can be any weapons and armor of your choice,..." "Thee" instead "They".</p><p></p><p>Dispel Magic: "Dispel Magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells." The new 3.5 core rules don't allow this anymore.</p><p></p><p>I could’ve sworn I got the ‘dispel supernatural abilities’ text from the 3.5 PHB. Hrm. Well, since most such abilities don’t have MP costs or caster levels, just ignore it.</p><p></p><p>Page 49: Counterspelling, Example Two: "TheDC is 34 (11 + caster level + 0 for...". Obvious.</p><p></p><p>Page 51: "Example Six: Ursus is generally cautious of being spyed on,...". "spyed" instead "spied".</p><p></p><p>Page 56: "Putrify Food" instead "Putrefy". I've looked that even up.</p><p></p><p>Page 57: "Life - Life": What can protect against the Mild effect? Abjure Life?</p><p></p><p>Nope. If you use the mild side effect of Evoke Life, you change the way the spell deals damage. It should have been spelled out, but no, Life resistance will reduce the damage, but it won’t stop it from being mental.</p><p></p><p>Page 58: "Time - Temporality: If an Evoke Time spell is save-based, it allows a Will save instead of a Reflex save." Shouldn't that be worded like the other examples? "Evoke Time spells that allow saving throws for half damage require Will saves instead of Reflex saves." </p><p></p><p>It was just that, when we cleared up the wording of that effect on other Evoke spells, we didn’t clear it up for Evoke Time.</p><p></p><p>For clearing up your Transform revision:</p><p>Page 71: "Move Life": A permanent Move Life used for possession allows someone to take over the body of dragon and kill his own former body. This lets some questions open: What happens to the hit dice? Do I gain the racial hit dice of my new body? Do I gain all ex-, su- and sp-abilities? What happens, if a (permanent) dispel affects me?</p><p></p><p>If you’re in the body, you’d have all your class-based hit dice, plus all the racial hit dice appropriate to that body. You’d have all that body’s appropriate abilities. Your GM will probably want to adjust your effective character level, but hey, if you manage to force your way into a dragon’s body, good for you.</p><p></p><p>If you’ve made the spell permanent, and a temporary dispel is used, your soul is forced out of your body, akin to the spirit wander effect. If your original body is still alive, the two souls go back to their normal sides. Otherwise, your soul’s just ejected and the body lies limp. If the dispel is permanent, and your original body is dead, you die too, and may end up as some sort of uneasy spirit if your GM wants. Your new body lives on in a coma-like state.</p><p></p><p>The "partly transformation"-option should say something in the lines: "You can choose to transform yourself partly, like having bear claws instead hands. The resulting CR has to be examined like a new race, which is the corresponding modified base form of your own race without any class levels." Of course, this isn't something what can be done on the fly, but with the above mentioned CR system it is possible.</p><p></p><p>I didn’t want to allow you to increase mental ability scores. And yes, that’s pretty much what I was shooting for, with the warning that you should not let casters ‘research’ creatures that are inappropriate for their type. For instance, no humanoids with natural breath weapons.</p><p></p><p>Page 72: "Move Nature": No explanations are given for Snowstep, Waterwalk and Airwalk. "Move Space": What category is a place which has been scried upon?</p><p></p><p>Snowstep lets you walk on snow or ice without making balance checks. Waterwalk lets you walk on water as if it were solid ground. Airwalk lets you walk on air as if it were solid ground. I thought that seemed obvious enough. If you’ve scryed on a place, it counts as ‘Viewed Once,’ unless you’ve scryed on it a lot.</p><p></p><p>Page 88: "...(base 10, 10 from MP, and 10 from psuedo-ranks)." Obvious. "you’ll usually want to combine this with some sort of inescapable death trap." This sentence is used twice - maybe one time too much.</p></blockquote><p></p>
[QUOTE="Verequus, post: 1855495, member: 9135"] Isn't this the Unearthed Arcana rule? While I see the merit of it, I don't believe, that +1/4 caster level is enough, if you think of a caster level as the MP threshold - in this case it should be at least +1/2 caster level advancement. But if you mean real caster levels, so that a Fighter 4/Mage 1 has the spellcasting abilities of a Mage 2, then... I don't know. It is one of the cases, where the line is fine between overpowered, underpowered or exactly right. Playtesting is the only possibility to find this out. Apropos playtesting - does your gaming group use EoMR? Your several threads indicate otherwise. Extra MP is the feat, right? If yes, then it is a good idea. Like I said in Kemrain's House Rule Thread, Spell List Familiarity should be useable on Action types, not on single spell lists. In EoMR you referred on page 19: "Friendly elements are adjacent to each other, while opposing elements are on the opposite sides of the sphere." This should be corrected. I'd like to see a rule, which allows the replacing of a minor respectively of a moderate boon, if you choose a moderate respectively a major boon, which can be considered as a scaled magic boon (e.g. Spititual Mediums and Sixth Sense boons). This motivates the choosing of some minor boons, which are likely to be ignored by a powergamer. Page 42: "Telepathic Domination (7 MP). For the spell’s duration, you may command the creature whenever you want from any distance, with any level of complexity." While you said, it won't extend on other planes, it would be nice to see that mentioned. And again some errors, you've missed to correct. Page 24: "Diogenes’s Deshackling (Dispel Magic 13/Gen 2)": The spell is a Dispel Magic 14/Gen 1. Yes, it is incorrectly listed as 13/2 on page 24. Page 34: only the table has the text "Energy Weakness", the surrounding text mentions still "Energy Resistance". Page 35: Desert Cloak: You have mentioned "300 degrees", but not that they are in Fahrenheit, not the equivalent in Celcius (150°) nor, how do you calculated the figure (the last thing should be mentioned in the Abjure List itself). Page 45: "Create Air": "farhenheit" instead "Fahrenheit". Page 46: "Create Light", "Create Shadow": Do they cancel each other? At least Evoke Shadow has an influence on Create Light, but why not vice versa? Of course they negate each other. This isn't mentioned. Also, Create Shadow has no space, which separates it from Create Ooze. Page 48: "Pocket Armory": "Thee can be any weapons and armor of your choice,..." "Thee" instead "They". Dispel Magic: "Dispel Magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells." The new 3.5 core rules don't allow this anymore. I could’ve sworn I got the ‘dispel supernatural abilities’ text from the 3.5 PHB. Hrm. Well, since most such abilities don’t have MP costs or caster levels, just ignore it. Page 49: Counterspelling, Example Two: "TheDC is 34 (11 + caster level + 0 for...". Obvious. Page 51: "Example Six: Ursus is generally cautious of being spyed on,...". "spyed" instead "spied". Page 56: "Putrify Food" instead "Putrefy". I've looked that even up. Page 57: "Life - Life": What can protect against the Mild effect? Abjure Life? Nope. If you use the mild side effect of Evoke Life, you change the way the spell deals damage. It should have been spelled out, but no, Life resistance will reduce the damage, but it won’t stop it from being mental. Page 58: "Time - Temporality: If an Evoke Time spell is save-based, it allows a Will save instead of a Reflex save." Shouldn't that be worded like the other examples? "Evoke Time spells that allow saving throws for half damage require Will saves instead of Reflex saves." It was just that, when we cleared up the wording of that effect on other Evoke spells, we didn’t clear it up for Evoke Time. For clearing up your Transform revision: Page 71: "Move Life": A permanent Move Life used for possession allows someone to take over the body of dragon and kill his own former body. This lets some questions open: What happens to the hit dice? Do I gain the racial hit dice of my new body? Do I gain all ex-, su- and sp-abilities? What happens, if a (permanent) dispel affects me? If you’re in the body, you’d have all your class-based hit dice, plus all the racial hit dice appropriate to that body. You’d have all that body’s appropriate abilities. Your GM will probably want to adjust your effective character level, but hey, if you manage to force your way into a dragon’s body, good for you. If you’ve made the spell permanent, and a temporary dispel is used, your soul is forced out of your body, akin to the spirit wander effect. If your original body is still alive, the two souls go back to their normal sides. Otherwise, your soul’s just ejected and the body lies limp. If the dispel is permanent, and your original body is dead, you die too, and may end up as some sort of uneasy spirit if your GM wants. Your new body lives on in a coma-like state. The "partly transformation"-option should say something in the lines: "You can choose to transform yourself partly, like having bear claws instead hands. The resulting CR has to be examined like a new race, which is the corresponding modified base form of your own race without any class levels." Of course, this isn't something what can be done on the fly, but with the above mentioned CR system it is possible. I didn’t want to allow you to increase mental ability scores. And yes, that’s pretty much what I was shooting for, with the warning that you should not let casters ‘research’ creatures that are inappropriate for their type. For instance, no humanoids with natural breath weapons. Page 72: "Move Nature": No explanations are given for Snowstep, Waterwalk and Airwalk. "Move Space": What category is a place which has been scried upon? Snowstep lets you walk on snow or ice without making balance checks. Waterwalk lets you walk on water as if it were solid ground. Airwalk lets you walk on air as if it were solid ground. I thought that seemed obvious enough. If you’ve scryed on a place, it counts as ‘Viewed Once,’ unless you’ve scryed on it a lot. Page 88: "...(base 10, 10 from MP, and 10 from psuedo-ranks)." Obvious. "you’ll usually want to combine this with some sort of inescapable death trap." This sentence is used twice - maybe one time too much. [/QUOTE]
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