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Setting:Mosaic/Mechanics
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=Ideas for Modifications / Additions= - Bonuses in the quality of results when the players choose and use (correctly) more specialized skills. ex: [A character has the skill 'history', and wants to know about the roots of a conflict between Yaropan nations, so the GM gives him a general overview (they have a lot of wars.). His rival has the skill "Yaropan history", and thus would gain significant additional information, such as the names and descendants of important figures, old battlefields and vital routes, and locations involved the past wars.] - It's been suggested that permanent investment of PP allows for runes to be activated indefinitely, but the rules were never clear on this, and it is something that requires thought. - Idea- You can spend a total number of power points on any individual rune in a spell equal to your mastery of it. Makes it worthwhile, in certain cases, to buy masteries above 5. Doesn't matter for masteries below 3. Not a priority, but just a thought. -Amplification. Using specifically tuned circumstance to augment the casting of a rune. Actually, there's an easy way to represent it. If a spell is cast via an extended ritual, with an area composed to resonate with and enhance a single rune, increase its effective mastery level. - Should the current magical healing system prove too easy to break, an alternate method based on wound severity (most damaging single wound taken) could be useful for providing healing DCs. - Attrition vs Death: Having a positive, nonzero attrition score means you are functional. A score of zero or below means you are unconscious or otherwise disabled. A score below the negative level of your brawn attribute means you are dead. That sentence is poorly written, so here's an example: [Steve the graven blade has 16 attrition and d8 brawn. Therefore, He is awake and functional if he has 16 through 1 points of att, unconscious or useless at 0 to -8, and dead below -9.] (idea sidelined due to W/V system being awesome)
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