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Struggling with spell lists!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6403535" data-attributes="member: 20805"><p>Yes, I would be dissapointed.. that being said, EoM:R has a pretty big learning curve for both DM and players. I think the idea of each spell list come with some 'sample' spells from MP 0 to MP10 that could be used right out of the gate would lower that barrier. Then have the full EoM rules for DMs and experienced players to tinker with as an expansion/appendix.</p><p></p><p> You asked about spontaneous casting... it doesn't happen often due to the complexity of the system. Let me revise that. The character might be casting spontaneously but the player would have spent some time creating the spell and having it vetted by the DM in the first place. The higher level the mage, the more complex and interesting the spells get.</p><p></p><p>As to the Magic stat, I think that the current increase by traditions makes sense. I am not sure about the MP = Magic *3. In EoM:R Lycium Arcana the 'Global Area of Effect' is listed as 40 MP. That means that the three casters in my group could spend a day or two in a ritual and burn the entire world down... not so good. As it is the Firemage tends to toss max MP spells out in combat which tends to kill everything. 24+ points of Fire damage tends to do that!</p><p></p><p>Back on track. I am a fan of the Domain/Sphere/Specialization concept. So add a two layers between the traditions and the full EoM rules:</p><p></p><p> Tradition > Domain/Sphere/Specialization > Spell Lists > Simplified Spell Path > Full EoM</p><p></p><p>"How many traditions should a starting character have? Has anybody any thoughts on that? One per grade? One per tradition? "</p><p> Did you mean "How many spell lists"?</p><p> 3 for Rank I generalist traditions, 2 for Rank I specialist {fire mage, druid}, and 1 for Rank II and above</p><p></p><p></p><p> I bet it wouldn't be hard to get a bunch of fan generated spheres with Spell Paths, even with some intermixed paths.</p><p></p><p></p><p>And going back: The tradition should be the 'how do they do magic' aspect. Classic mage, Hedge Wizard, Rune-Caster, Wand-Expert, Spirit Shaman, etc. The Spheres are more the 'what magic do they do'.. the evoker, the summoner, the diviner, the elementalist, the Psion, the Ki Warrior... etc.</p><p></p><p>Specialist traditions like the Fire Mage have less options as far as the Sphere, but more power within that Sphere.</p><p> </p><p></p><p> By the way. Can you update the 'Fire Mage' to be a generic 'Elemental Specialist Mage' that can use any of the primary elements {Fire, Earth, Water, Air} as their key element?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6403535, member: 20805"] Yes, I would be dissapointed.. that being said, EoM:R has a pretty big learning curve for both DM and players. I think the idea of each spell list come with some 'sample' spells from MP 0 to MP10 that could be used right out of the gate would lower that barrier. Then have the full EoM rules for DMs and experienced players to tinker with as an expansion/appendix. You asked about spontaneous casting... it doesn't happen often due to the complexity of the system. Let me revise that. The character might be casting spontaneously but the player would have spent some time creating the spell and having it vetted by the DM in the first place. The higher level the mage, the more complex and interesting the spells get. As to the Magic stat, I think that the current increase by traditions makes sense. I am not sure about the MP = Magic *3. In EoM:R Lycium Arcana the 'Global Area of Effect' is listed as 40 MP. That means that the three casters in my group could spend a day or two in a ritual and burn the entire world down... not so good. As it is the Firemage tends to toss max MP spells out in combat which tends to kill everything. 24+ points of Fire damage tends to do that! Back on track. I am a fan of the Domain/Sphere/Specialization concept. So add a two layers between the traditions and the full EoM rules: Tradition > Domain/Sphere/Specialization > Spell Lists > Simplified Spell Path > Full EoM "How many traditions should a starting character have? Has anybody any thoughts on that? One per grade? One per tradition? " Did you mean "How many spell lists"? 3 for Rank I generalist traditions, 2 for Rank I specialist {fire mage, druid}, and 1 for Rank II and above I bet it wouldn't be hard to get a bunch of fan generated spheres with Spell Paths, even with some intermixed paths. And going back: The tradition should be the 'how do they do magic' aspect. Classic mage, Hedge Wizard, Rune-Caster, Wand-Expert, Spirit Shaman, etc. The Spheres are more the 'what magic do they do'.. the evoker, the summoner, the diviner, the elementalist, the Psion, the Ki Warrior... etc. Specialist traditions like the Fire Mage have less options as far as the Sphere, but more power within that Sphere. By the way. Can you update the 'Fire Mage' to be a generic 'Elemental Specialist Mage' that can use any of the primary elements {Fire, Earth, Water, Air} as their key element? [/QUOTE]
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