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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="WizarDru" data-source="post: 689439" data-attributes="member: 151"><p>My general feeling is that anyone who wants a system where all the magic systems work differently has never played D&D up to 20th level with the full array of magical powers available to characters therein. Just this weekend, I ran my party of 18-19th level characters against a Winterwight (CR23). Some characters had <strong>10</strong> separate spell effects running, not including their equipment. This included a battle with Six players including a Druid, Wizard, Paladin, Gatecrasher/Shadowdancer, Archer/Sorceror and Cleric. I need four different magic systems like I need a hole in the head. If you can juggle that many details, and then throw more magic mechanics into the mix, more power to you. For me, the unified system works just hunky-dory, and if I want a different one, then all my magic systems move to that one.</p><p></p><p>As to the flavor issue, I agree it can seem very much the same. The next time I start a game, I may take steps to modify the system some, but not the core mechanic. As Celebrim points out, if you think D&D magic is dull, you've never played a "Mage-by-flowchart" from GURPS. I like the system in GURPS, but it has all the flavor of corrugated cardboard. Things like ecentuating the nature of the spell-lists that are available is one way to customize them, and enforcing the often ignored restritcions is another (for example, how many mages actually carry a piece of fur and a glass rod in their inventories to cast spells? Beuller? Beuller?). But you have to do so in a responsible manner as DM, or else you're penalizing someone's choice in class, which is usually not that fun.</p><p></p><p>In terms of capabilities, each class has it's own emphasis, and the system reflects that, to a limited degree. The DM can reinforce that in many ways, all without changing the system, or making slight alterations.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 689439, member: 151"] My general feeling is that anyone who wants a system where all the magic systems work differently has never played D&D up to 20th level with the full array of magical powers available to characters therein. Just this weekend, I ran my party of 18-19th level characters against a Winterwight (CR23). Some characters had [b]10[/b] separate spell effects running, not including their equipment. This included a battle with Six players including a Druid, Wizard, Paladin, Gatecrasher/Shadowdancer, Archer/Sorceror and Cleric. I need four different magic systems like I need a hole in the head. If you can juggle that many details, and then throw more magic mechanics into the mix, more power to you. For me, the unified system works just hunky-dory, and if I want a different one, then all my magic systems move to that one. As to the flavor issue, I agree it can seem very much the same. The next time I start a game, I may take steps to modify the system some, but not the core mechanic. As Celebrim points out, if you think D&D magic is dull, you've never played a "Mage-by-flowchart" from GURPS. I like the system in GURPS, but it has all the flavor of corrugated cardboard. Things like ecentuating the nature of the spell-lists that are available is one way to customize them, and enforcing the often ignored restritcions is another (for example, how many mages actually carry a piece of fur and a glass rod in their inventories to cast spells? Beuller? Beuller?). But you have to do so in a responsible manner as DM, or else you're penalizing someone's choice in class, which is usually not that fun. In terms of capabilities, each class has it's own emphasis, and the system reflects that, to a limited degree. The DM can reinforce that in many ways, all without changing the system, or making slight alterations. [/QUOTE]
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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