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General Tabletop Discussion
*Dungeons & Dragons
A Unified Spellcasting Mechanic for 5E?
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<blockquote data-quote="Stormonu" data-source="post: 9302008" data-attributes="member: 52734"><p>I'm fine with the spell mechanics for D&D the way they are now, for the most part. Wouldn't mind making things a little more mechanically distinct, but no big swings.</p><p></p><p>At the same time, I'm not against a unified system. I've played a good bit of Savage Worlds where the difference is in what is called "trappings" which allows the player to define how their magic looks, where it comes from, how they got it and any sort of limitations or requirements. It all falls to roleplay on the player's side and how <em>they</em> want the magic to look/work/act, but mechanically it's all the same underneath. If it's bland, its on the player's/GM shoulders because they chose to make it that way.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9302008, member: 52734"] I'm fine with the spell mechanics for D&D the way they are now, for the most part. Wouldn't mind making things a little more mechanically distinct, but no big swings. At the same time, I'm not against a unified system. I've played a good bit of Savage Worlds where the difference is in what is called "trappings" which allows the player to define how their magic looks, where it comes from, how they got it and any sort of limitations or requirements. It all falls to roleplay on the player's side and how [I]they[/I] want the magic to look/work/act, but mechanically it's all the same underneath. If it's bland, its on the player's/GM shoulders because they chose to make it that way. [/QUOTE]
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A Unified Spellcasting Mechanic for 5E?
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