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Skill based magic in D20 games.
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<blockquote data-quote="genshou" data-source="post: 4703352" data-attributes="member: 13164"><p>But you don't have to allow every magical tradition in Mythic Earth, and the feat investment should be deterrent enough anyway. Actually, it says near the beginning of the book that you should start with nothing and choose stuff from the book that you want for your game, instead of starting with everything and restricting things one by one. Characters are also restricted as to how many total spell levels they can put together. Just because you have 7 ranks in everything, that doesn't mean you can add 7 levels OF everything and be able to cast that spell.</p><p></p><p>In my modern gothic horror setting (humans vs. witches vs. vampires vs. werewolves), all witches start with the Witchcraft tradition feat at 1st-level in place of their human bonus feat, and can take a maximum of two additional traditions from the ones given in the book. This allows witches to have some versatility, but they will always have that certain darkness to them, that knowledge their power comes from a pact with an evil entity. On the other hand, if I wanted a Wuxia style setting, I might not allow any magical traditions but Anime-ism and Wuxia Sorcery. That's the nice thing about Mythic Earth - not only are you encouraged to take what you want to build the mythos you want, the rules are designed for this kind of flexibility to just <em>work</em>, and <strong>RangerWickett</strong> was kind enough to even put a whole chapter of advice on shaping a mythos for your campaign.</p></blockquote><p></p>
[QUOTE="genshou, post: 4703352, member: 13164"] But you don't have to allow every magical tradition in Mythic Earth, and the feat investment should be deterrent enough anyway. Actually, it says near the beginning of the book that you should start with nothing and choose stuff from the book that you want for your game, instead of starting with everything and restricting things one by one. Characters are also restricted as to how many total spell levels they can put together. Just because you have 7 ranks in everything, that doesn't mean you can add 7 levels OF everything and be able to cast that spell. In my modern gothic horror setting (humans vs. witches vs. vampires vs. werewolves), all witches start with the Witchcraft tradition feat at 1st-level in place of their human bonus feat, and can take a maximum of two additional traditions from the ones given in the book. This allows witches to have some versatility, but they will always have that certain darkness to them, that knowledge their power comes from a pact with an evil entity. On the other hand, if I wanted a Wuxia style setting, I might not allow any magical traditions but Anime-ism and Wuxia Sorcery. That's the nice thing about Mythic Earth - not only are you encouraged to take what you want to build the mythos you want, the rules are designed for this kind of flexibility to just [I]work[/I], and [B]RangerWickett[/B] was kind enough to even put a whole chapter of advice on shaping a mythos for your campaign. [/QUOTE]
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