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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="Celebrim" data-source="post: 689401" data-attributes="member: 4937"><p>You would also be hard challenged to find a game system in which any two types of magic did have widely varying feel for the mechanics. </p><p></p><p>Is D20 less diverse in the way it handles magic than GURPS? Even in say WoD where everything had its own little individualized progressive spell list with its own mechanics for each 'spell', there are close similarities between a mage invoking a magical effect and things as different as a wraith's powers or a vampires disciplines.</p><p></p><p>Ok, it is fine to say, 'I think that the various types of magic are too much alike', but I don't see anyone discussing viable alternatives.</p><p></p><p>One of the big problems in having spell systems with entirely different mechanics is that it is very hard to balance one system versus another one. Another problem is that you end up having to know different spell mechanics for every player in the game. Another problem is that of extensibility. If every new things requires a new system, pretty soon the whole game system starts to drown. One class starts borrowing effects from another classes list of abilities and converting them to thier own mechanics. Then pretty soon you have five different definitions of 'fireball', with five different means of resolution. </p><p></p><p>Plus magic is not really a stand alone system (or if it is, then you have bigger problems), in that it interfaces with the substrate of the larger game system. D20 magic is always going to involve saving throws, casting times, damage, caster level, and areas of effect. Can any system manage to seem all that different from another if both must carry with them the underlying rules of the game? Integrating psionics into the game is a fine example, and the consequences of treating psionics from a rules perspective as something completely different than magic is discussed in the text.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 689401, member: 4937"] You would also be hard challenged to find a game system in which any two types of magic did have widely varying feel for the mechanics. Is D20 less diverse in the way it handles magic than GURPS? Even in say WoD where everything had its own little individualized progressive spell list with its own mechanics for each 'spell', there are close similarities between a mage invoking a magical effect and things as different as a wraith's powers or a vampires disciplines. Ok, it is fine to say, 'I think that the various types of magic are too much alike', but I don't see anyone discussing viable alternatives. One of the big problems in having spell systems with entirely different mechanics is that it is very hard to balance one system versus another one. Another problem is that you end up having to know different spell mechanics for every player in the game. Another problem is that of extensibility. If every new things requires a new system, pretty soon the whole game system starts to drown. One class starts borrowing effects from another classes list of abilities and converting them to thier own mechanics. Then pretty soon you have five different definitions of 'fireball', with five different means of resolution. Plus magic is not really a stand alone system (or if it is, then you have bigger problems), in that it interfaces with the substrate of the larger game system. D20 magic is always going to involve saving throws, casting times, damage, caster level, and areas of effect. Can any system manage to seem all that different from another if both must carry with them the underlying rules of the game? Integrating psionics into the game is a fine example, and the consequences of treating psionics from a rules perspective as something completely different than magic is discussed in the text. [/QUOTE]
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Community
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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