JohnSnow
Hero
Well, I voted Arcane/Divine Magic, but what I'd really ditch is the entire magic system. Arcane/Divine, spells known, spell preparation, spell slots, magic item dependency - just throw it all out and try to recapture the essence of D&D.
Yes, there are plenty of variant magic systems for d20, but none of them get the development focus they should because most of the best designers are too busy designing new spells for the same old system in an effort to make it SOMEHOW more interesting. Or designing new prestige classes or feats to make it possible for multiclass spellcasters to not suck. There's so many patches in the system to fix the arcane/divine and multiclassing spellcaster problem (Mystic Theurge, et. al.) that it's clearly BEGGING to be fixed.
So stop patching it. Just throw it out and start over. Distinguish spellcasters by different methods of casting, or how many spell effects they know, or how powerful their spells are and what other abilities they get. The earliest version of the game envisioned the cleric as a hybrid of spellcaster and warrior, getting more physical abilities at the price of some magical ones. Which is, IMO, how it should be NOW. Not just a divine wizard with better BAB, better armor, and better weapons.
Make it so that all spells scale, so that if you know the low-end version of a spell, you learn it's higher end versions as well. Telekinesis is just a high-end mage hand, so why do you need to learn two different spells? Just go back to the drawing board, and stop creating weirder spells just to try to make magic interesting again.
Oh, and alignment's in a weird category. I can take it or leave it but it's very important to the "flavor" of classic D&D. I admit to preferring the somewhat less tangible Allegiance System from d20 Modern, but that switch is so easily done, I'd let alignment remain part of the default rules. A new magic system, on the other hand, requires one to start over from the base, so it's a good candidate for a revamp in a new edition.
My two cents.
Yes, there are plenty of variant magic systems for d20, but none of them get the development focus they should because most of the best designers are too busy designing new spells for the same old system in an effort to make it SOMEHOW more interesting. Or designing new prestige classes or feats to make it possible for multiclass spellcasters to not suck. There's so many patches in the system to fix the arcane/divine and multiclassing spellcaster problem (Mystic Theurge, et. al.) that it's clearly BEGGING to be fixed.
So stop patching it. Just throw it out and start over. Distinguish spellcasters by different methods of casting, or how many spell effects they know, or how powerful their spells are and what other abilities they get. The earliest version of the game envisioned the cleric as a hybrid of spellcaster and warrior, getting more physical abilities at the price of some magical ones. Which is, IMO, how it should be NOW. Not just a divine wizard with better BAB, better armor, and better weapons.
Make it so that all spells scale, so that if you know the low-end version of a spell, you learn it's higher end versions as well. Telekinesis is just a high-end mage hand, so why do you need to learn two different spells? Just go back to the drawing board, and stop creating weirder spells just to try to make magic interesting again.
Oh, and alignment's in a weird category. I can take it or leave it but it's very important to the "flavor" of classic D&D. I admit to preferring the somewhat less tangible Allegiance System from d20 Modern, but that switch is so easily done, I'd let alignment remain part of the default rules. A new magic system, on the other hand, requires one to start over from the base, so it's a good candidate for a revamp in a new edition.
My two cents.
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