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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="JohnSnow" data-source="post: 3058109" data-attributes="member: 32164"><p>Wizards are old? Where do the rules say that? Oh, wait...they don't.</p><p></p><p>If you want to get to "fitting the bill," the problem is this: D&D only models D&D-type fantasy well. 90 percent of that is due to the magic system. D&D's system is very good at properly modelling a spellcaster that has to prepare ahead of time, can cast explosive artillery spells, and would dominate the world they live in, except that there aren't very many of them, for no particularly good reason.</p><p></p><p>It also only models well a system with 2 types of magic: arcane and divine. Some people love the dichotomy of that. Others, myself included, HATE it. I don't see how you could have a spellcaster who can reanimate a dead body, transform himself (or someone else) from one form to another, but can't heal wounds. It's a gamist ruling that violates my suspension of disbelief.</p><p></p><p>I don't want anime-esque spellcasters. I have no problem with spellcasters with limited spells known. I have no problem with casters who can cast any spell back in their lab. I just don't like spell slots or even the "daily spell list" thing. It doesn't jive with the form of fantasy that I want my game to emulate.</p><p></p><p>I know, "Don't play D&D, blah, blah, blah." Sorry, but I play D&D (well, that's not actually true, I had to abandon it because I hate the magic system and the multiple magical item dependency). I play <em>Iron Heroes,</em> but I think of my game as D&D because to me, it's one version of what the D&D rules should support - fantasy RPGing.</p><p></p><p>I encourage the designers to come up with anything they can to make the game more fun for more people. Don't tie us forever to spell slots simply because that was the only way Gary could think of to limit the power of spellcasters back in 1975.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3058109, member: 32164"] Wizards are old? Where do the rules say that? Oh, wait...they don't. If you want to get to "fitting the bill," the problem is this: D&D only models D&D-type fantasy well. 90 percent of that is due to the magic system. D&D's system is very good at properly modelling a spellcaster that has to prepare ahead of time, can cast explosive artillery spells, and would dominate the world they live in, except that there aren't very many of them, for no particularly good reason. It also only models well a system with 2 types of magic: arcane and divine. Some people love the dichotomy of that. Others, myself included, HATE it. I don't see how you could have a spellcaster who can reanimate a dead body, transform himself (or someone else) from one form to another, but can't heal wounds. It's a gamist ruling that violates my suspension of disbelief. I don't want anime-esque spellcasters. I have no problem with spellcasters with limited spells known. I have no problem with casters who can cast any spell back in their lab. I just don't like spell slots or even the "daily spell list" thing. It doesn't jive with the form of fantasy that I want my game to emulate. I know, "Don't play D&D, blah, blah, blah." Sorry, but I play D&D (well, that's not actually true, I had to abandon it because I hate the magic system and the multiple magical item dependency). I play [i]Iron Heroes,[/i] but I think of my game as D&D because to me, it's one version of what the D&D rules should support - fantasy RPGing. I encourage the designers to come up with anything they can to make the game more fun for more people. Don't tie us forever to spell slots simply because that was the only way Gary could think of to limit the power of spellcasters back in 1975. [/QUOTE]
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