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Skill based magic in D20 games.
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<blockquote data-quote="ValhallaGH" data-source="post: 4703700" data-attributes="member: 41187"><p>1) I'm not trying to argue about it. The OP asked for experiences and I shared the negative part of mine.</p><p>2) I didn't use <em>any</em> of the traditions from ME. Instead, I built brand new tradition feats based upon the setting I was using and using the existing ME traditions as models for my choices. Just like the book advises.</p><p>3) It still got very broken.</p><p></p><p>The mechanical limitation of Mythic Earth isn't the feat investment; that's a barrier, but it's an on/off barrier. The mechanical limitation of Mythic Earth is skill points available to PCs. And if a PC is able to invest in the skills without crippling their other abilities then they will become very powerful. Very, very powerful. Powerful enough that, around the level they can have 10 ranks in most of their skills, they will be tearing challenges up like the wizards in bad fantasy novels do. I consider this a flaw, though I'm sure others have different opinions.</p><p></p><p>Again, if the OP sticks with 3 magical skills then he'll run into similar issues of a single character being able to win by himself (and each additional PC increasing the team's power exponentially). It's a nasty pitfall, but there are ways around it; which ones to use depends upon the group he's dealing with.</p><ul> <li data-xf-list-type="ul">Requiring a primary magical skill which can have max ranks equal to level +3 and all others are restricted to a lower point, half if cross-class. </li> <li data-xf-list-type="ul">Only allowing one magical skill to be a class skill. The others are restricted to cross-class.</li> <li data-xf-list-type="ul">Require separate feats for access to each skill.</li> <li data-xf-list-type="ul">Talk to your players and get them to police themselves.</li> </ul><p>Good luck, and good gaming.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4703700, member: 41187"] 1) I'm not trying to argue about it. The OP asked for experiences and I shared the negative part of mine. 2) I didn't use [i]any[/i] of the traditions from ME. Instead, I built brand new tradition feats based upon the setting I was using and using the existing ME traditions as models for my choices. Just like the book advises. 3) It still got very broken. The mechanical limitation of Mythic Earth isn't the feat investment; that's a barrier, but it's an on/off barrier. The mechanical limitation of Mythic Earth is skill points available to PCs. And if a PC is able to invest in the skills without crippling their other abilities then they will become very powerful. Very, very powerful. Powerful enough that, around the level they can have 10 ranks in most of their skills, they will be tearing challenges up like the wizards in bad fantasy novels do. I consider this a flaw, though I'm sure others have different opinions. Again, if the OP sticks with 3 magical skills then he'll run into similar issues of a single character being able to win by himself (and each additional PC increasing the team's power exponentially). It's a nasty pitfall, but there are ways around it; which ones to use depends upon the group he's dealing with. [list] [*]Requiring a primary magical skill which can have max ranks equal to level +3 and all others are restricted to a lower point, half if cross-class. [*]Only allowing one magical skill to be a class skill. The others are restricted to cross-class. [*]Require separate feats for access to each skill. [*]Talk to your players and get them to police themselves.[/list] Good luck, and good gaming. [/QUOTE]
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