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Time to bring back the prose?
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<blockquote data-quote="Sunseeker" data-source="post: 5901803"><p>Different mechanical effects is reason enough for different spells. But it should go a little further than Fireball does ongoing 5 fire and Iceball slows to half speed. If you have two spells that are mechanically identical to a large extent, then one of them needs to get the boot. And if you only have one spell to provide a certain effect, then there's really no reason that players shouldn't be allowed to say that their fireball is actually a blinding ball of radiant energy that does ongoing 5 radiant. Nothing mechanical has changed, only the appearance of the spell and the player's level of involvement with the game.</p><p></p><p>Lets say the decision must be made when you first select the spell, of course, perhaps this could allow a player to take several versions of "Energy Ball", one each time they gain a new spell of that level or higher. Which while all having the same effects, would provide utility for multiple situations. There are already numerous abilities in previous editions that allow for power reflavoring. If nothing mechanical is affected, why not let players more accurately reflect their desired character?</p><p></p><p>I'm not sure how being able to cast "Iceball", with the same mechanical effects as "Fireball" breaks immersion. Likewise I'm unsure how a arcane caster who is able to cast Cone of Cold couldn't figure out how to cast Cone of Fire. It's just one element in place of another.</p><p></p><p>I favor greater creativity at every point in D&D. I see no reason to tell players that casting a ball of fire is the only way their ice-themed half-ice elemental wizard is going to get a blast effect. Duplication and lack of flexibility only increases bloat and limits player creativity.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5901803"] Different mechanical effects is reason enough for different spells. But it should go a little further than Fireball does ongoing 5 fire and Iceball slows to half speed. If you have two spells that are mechanically identical to a large extent, then one of them needs to get the boot. And if you only have one spell to provide a certain effect, then there's really no reason that players shouldn't be allowed to say that their fireball is actually a blinding ball of radiant energy that does ongoing 5 radiant. Nothing mechanical has changed, only the appearance of the spell and the player's level of involvement with the game. Lets say the decision must be made when you first select the spell, of course, perhaps this could allow a player to take several versions of "Energy Ball", one each time they gain a new spell of that level or higher. Which while all having the same effects, would provide utility for multiple situations. There are already numerous abilities in previous editions that allow for power reflavoring. If nothing mechanical is affected, why not let players more accurately reflect their desired character? I'm not sure how being able to cast "Iceball", with the same mechanical effects as "Fireball" breaks immersion. Likewise I'm unsure how a arcane caster who is able to cast Cone of Cold couldn't figure out how to cast Cone of Fire. It's just one element in place of another. I favor greater creativity at every point in D&D. I see no reason to tell players that casting a ball of fire is the only way their ice-themed half-ice elemental wizard is going to get a blast effect. Duplication and lack of flexibility only increases bloat and limits player creativity. [/QUOTE]
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