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Monday, 1st October, 2012, 07:25 AM #1
Guide (Lvl 11)
New Legend and Lore is up! Magic Systems as DM Modules
The new Legend and Lore is up and Mearls discusses taking a modular approach to spellcasting. It sounds like rather than assigning a spellcasting system to classes, the goal is to allow DMs to determine which magic systems are used when building their campaign settings. The DM will be able to choose between spell points, vancian, and other systems like casting as a 3e sorcerer.
If correct, this is, in my opinion, the best news to date about the playtest. I like spontaneous casting from 3e (including the spontaneous divine casting variant from Unearthed Arcana).
This option, however, won't be in the next playtest package, but one of the packages following.MActor83% STeller75% Specialist75% Tactician 42% PGamer25% BKicker 17% CGamer 8%
Monday, 1st October, 2012, 07:37 AM #2
Lama (Lvl 13)
Definitely interesting and sorta groundbreaking. Would be amazing if they can pull it off.
Monday, 1st October, 2012, 08:24 AM #3
Lama (Lvl 13)
So much yes.
I like how it's gone from wizards using only the vancian spell system, to Arcane Tradition giving you elements of other spell systems, to having the Vancian system incorporate different recharge rates, to maybe Arcane Tradition letting you completely switch to different spell systems, to why not make it a DM option independent of class. Aside from the idea itself, it really shows the merits of the feedback-iteration cycle. I'm glad they're listening to us.
In terms of the idea itself, I love it. It solves the problem much like Specialties do--i.e., an easygoing DM will just let you pick whatever you want, but a DM with a vision for how he wants it to work can have it work the way he wants (substitute "group" for "DM" as necessary).
I also like how it preserves the identity of the spell--so you can have a magic item that gives you extra spells, and any spellcasting class can use it, because a spell is a spell.
(this guy called it... or maybe that's where they got the idea? )
Last edited by GX.Sigma; Monday, 1st October, 2012 at 08:29 AM.
Monday, 1st October, 2012, 08:53 AM #4
Gallant (Lvl 3)
I'm not quite as optimistic as I have some reservations about modules, but if they can successfully pull it off, then it'd probably work just fine.
I just have reservations about the "can."
Monday, 1st October, 2012, 09:18 AM #5
Waghalter (Lvl 7)
I am glad they finally came to this conclusion instead of trying to shove every possible hodgepodge class concept under one class. I was not looking forward to the Traditions with how each one was going to vary so much.
Monday, 1st October, 2012, 09:47 AM #6
Defender (Lvl 8)
I really really dislike this idea.
My hope is that it's (a) restricted to wizards and maybe clerics, since warlocks and sorcerers are cool as they are and very tied into their respective spellcasting mechanics, and (b) something they stick in a sidebar, so a beginner can pick up the wizard class without arguing with the DM.
Last edited by ZombieRoboNinja; Monday, 1st October, 2012 at 09:55 AM.
Monday, 1st October, 2012, 03:34 PM #7
Thaumaturgist (Lvl 9)
I may be missing the nuance, but how does having the options in the hands of the dm really change anything for the player? You still have all the same systems and options?
Monday, 1st October, 2012, 04:25 PM #8
Monday, 1st October, 2012, 08:32 PM #9
Thaumaturgist (Lvl 9)
I do agree, I think the spell lists and powers need to be more distinct, otherwise it barely matters in play other than how you manage various resources.
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