Tarrasque versus "The Elements of Magic"

Let's see, off the top of my head, what were some of the nastiest changes. . . ?

Originally, everything was designed to be balanced to the core rules spells in terms of cost. Thus, a 5th level Mage who knew Evoke Fire could cast a spell that was identical to a fireball cast by a 5th level wizard. Two problems immediately became apparent, though. First, we needed to up the costs to balance out the greater flexibility. Second, and far worse, was that when we extrapolated the costs involved, you were getting 20th level Mages casting 40d6 fireballs. Combine that with the revised quicken spell feat, a prebattle application of a haste-ish spell, and the spell that could increase a caster's Charisma by 14 so that all her save DCs increased by +7, and we ended up with a mage who could easily dish out 60d6 damage each turn, with a save DC of 32 or higher. Sure, he'd only be able to keep this up for four turns before running out of MP, but most things would be dead by then. We fixed this problem way back in June when we were first discussing the revisions.

We decided to go for a different approach to mages, with the intention that warriors should be the primary damage dealers against single targets and small groups. Mages still kick butt against hordes of minions, but they're geared more toward being able to cast lots of average-to-strong spells, instead of a handful of uber-potent spells. I mean, fighters can fight all day long as long as they have hit points, so we designed the spell system in such a way that it's possible to get along with spending just a few MP each round in combat.

Hmm, next problem? Scry and Fry. We worked in a mechanic where you can cast a rider spell with a Scry attempt, allowing you to do nifty things like scry on your buddy who's in prison and teleport him out, or scry on the bad guy and fireball him. Well, that became abusive, because no one ever actually went to confront each other after about level 7. It's still an option, but is much more expensive and difficult to pull off.

Problem Three: Allow me to introduce Robo-Technology. This one actually isn't broken, just a little silly. Since summoning a CR 10 monster is available with a high-level spell, why not be able to make your own CR 10 monster? And do you know what monster is CR 10? The colossal animated object. In one naval battle we tested this week, the party wizard transformed their ship into, basically, a mecha. It attacked on its own, rammed the other ship, and eventually got a fly spell cast on it so it could take to the air (see, casting a fly spell on an object is expensive because you have to control its movments, but giving flight to a creature, even an animated galleon, is rather cheap when you're 20th level. I was awed at first that my players would think of crazy crap like this, and realized that, indeed, I am playing with a bunch of anime fanboys who love Final Fantasy. But when I looked at the actual stats of this new airship monster, and realized animated colossal objects aren't that tough to kill, I relaxed. A few quick volleys later, and the airship was disabled, and it crashed into the ocean. So, this isn't a powergaming problem, just an issue of what's appropriate for the world. That sort of stuff is covered in the Worldcraft chapter of the final book.

Problem Four: Dispel Magic. I tried to create a version of Dispel Magic that would match the pleasure I used to have playing a counterspell deck in Magic the Gathering. After coming up with all these lovely (complicated) rules, I remembered how much of a pain it was to play against counterspell decks. With the rules as originally written, the only viable way to get around a mage devoted to counterspelling was to use a quickened spell so that he couldn't counter both. It was just too easy to counterspell things. If you look at Magic nowadays, all the super-cheap counterspells have been done away with.

Problem Five: If it's good enough for Jesus then it's good enough for me! Yes, we actually had rules that let you make a contingent true ressurrection spell that triggers three days after you die.

Overall, the spells work with a great balance that I'm completely comfortable with up to the stuff 10th level Mages can cast. Beyond that is a little iffier, but mostly just because there's not much to compare it to in the core rules. Evoke and Heal spells are easy to deal with because there are lots of examples of those, but spells that improve AC or ability scores tend to level off after 4th level. Certainly, the tactics of a 20th level EOM Mage and a 20th level core Sorcerer or Wizard would be very different. A high-level Mage has to use all the many various options available to him, and is more of a super-toolbox than a battleship.

I think the most broken thing I let survive into the final rules is the spell (equivalent to 9th level) that lets you take two full rounds worth of actions each round. It will last at most ten minutes, and it doesn't stack with other haste effects, plus you have to know the Quicken Spell feat to use it anyway.

When the book comes out, I'm hoping people will be willing to post their creations on the E.N.Publishing forum, so we can develop a huge spell library. Hopefully six months of playtesting will have weeded out most of the super-broken abilities (like turning the air in someone's lungs to lightning; that one was nasty, but it's gone now).
 

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I'm very interested to see this as well.

I would guess that the use of mana points does allow the "discharge everything in four rounds" problem. I'm reminded of a comment by Sean K Reynolds or Monte Cook or somesuch, paraphrased as "anything a monster can do 3/day it might as well be able to do at-will for all the impact it will have in an average encounter."

In other words, if your mage can obliterate huge enemies in three rounds and then teleport the group to safety, that's all their do. They'll never try to conserve points - why? Why take the risk of not getting enough overkill?

The very structured current D&D system means you have layers and layers of spells at mid to high levels. Granted, once you've burned through your top two levels worth of spells you may decide the lower-level ones aren't going to be much use. Even in D&D psionics (which I haven't played with extensively) there is mostly structure with some flexibility of points, like one step freer than sorcerers.

Anyway, my comments there all sound negative on mana-systems, which wouldn't be a fair expression of my interest. I'm very interested in hearing how you crafted the system. (I just downloaded your preview, btw)

john
 


gfunk said:
I killed the Githyanki Lich-Queen Vlaakith (Wiz 25) in one round with my 21st level Sorcerer. Read the link in my SH below for details:
http://www.enworld.org/forums/showthread.php?p=1306809#post1306809

*blink*

Okay, you win.

See, the fight against the Tarrasque was by players who hadn't had much experience with 20th level characters. The fighter player had played at most 13th level before, and the mage player likewise, so they were simply using what tactics seemed best. Of course people who've had lots of experience with powers that high level could easily do much better. But dang, what you did is still impressive.

I have yet to play a campaign that developed naturally beyond 13th level, so I've had to mostly use on-the-spot playtests and insights gleaned from storyhours to figure out what's appropriate for high level Mages. Maybe I underpowered them.

Oh, and if you swing by the E.N.Publishing website, the teaser is available. www.enworld.org/enpublishing
 

Sorry for this rather old bump, but a lot of folks seemed interested in this topic originally, and I wanted to get the attention of any folks who might've subscribed.

You know the saddest part? College just ended for me, and I'm getting together with a few graduates for a summer game, but right now our schedules are hectic enough that I can't get them to sit down long enough to read EOM. Yep, I'm all primed to start a new campaign, but nobody's using my book. I had one player who was all eager to make up a 'golem-creator,' but he's heading back home for the summer.

Ah well. *grin*
 

I haven't gotten to look at the system yet, but it sounds kind of ars magicish.

And the main problems with that level of flexibility is that it invariably makes wizards stronger than fighters.

In ars magica that's not a problem, everyone is a wizard practically. But of course in dnd fighters and wizards are relatively balanced.

I think the new psi system is the way to go. You maintain the structure of dnd, but you allow for some customability.
 




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