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Originally Posted by Anders
1. Reorganize the Paths so that they better fit a TL 2 worldview. This means taking a lot of inspiration from Incantation Magic, but keep the Lesser/Greater distinction.
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What would you reorganize them as?
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Originally Posted by Anders
2. Change it to Effect Shaping - again, taking a cue from Incantation Magic.
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I did this for my custom magic setting for my new urban fantasy campaign. It works quite well.
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Originally Posted by Anders
3. Greater Effects do not increase the cost of the spell - but they do give Distortion Points (p. T193-194). This includes all flashy things like fireballs, etc. but not things like summoning demons. Basically, something like the Path of Elements would be difficult to use, but something like the Path of Mind might be easier to work.
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Interesting. I basically declared that Greater Effects cause Long-Term Fatigue Point loss - 1 Greater Effect is 1 LFP and each additional one causes 2 LFP. This only goes away when you've sufficiently rested and not performed any magic.
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Originally Posted by Anders
4. I really want a Path of Illusion but I can't make it work well. Has someone made something similar or are Illusions just too limited to work as a Path?
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Illusions are really limited, honestly. Unless you start going a gnostic route and then it becomes too broad. Path of Mesmerism was Toni and my's attempt to basically shove Illusion and Enchantment from DnD into a single group. You might have to do something similiar. If not. You can always create more narrower Path skills and reduce the difficulty from Very Hard to Hard.
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Originally Posted by Anders
Do you think this would work or would it collapse under its own weight?
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Sure. I'd need to see more, but your premise is sound. I've literally done the same thing and it works quite well. We'll see what play shakes out.