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<blockquote data-quote="Von Ether" data-source="post: 8848871" data-attributes="member: 15582"><p>Or to stop the buck where it needs to stop, the IP holders, TSR and WotC, have never made that a priority for some reason, even when they used writers like Ed Greenwood who created the settings. Settings that, for the most part, don't really address how magical energies actually work.</p><p></p><p>Pure speculation on my part, while spell slots work as a mechanic, they're a bit too constricting for the pulpy style of fiction the company is going for.</p><p></p><p>OTH, after decades of fantasy fiction, we now have Brandon Sanderson doing "hard magic," i.e. highly codified magical laws, in his world. Though I get the impression most of his magics could be done with mana points and skill checks.</p><p></p><p>Just a quick thought that came to me ... I don't know if a culture that used spell slots would label them the same way way D&D does. Perhaps the mage would think of "tiers" of spells he can learn to build his mental "pyramid." Just a crazy off the cuff idea.</p><p></p><p>In fact, one of the closest settings to embrace spell slots is the Gyre in Kevin Crawford's Worlds Without Number OSR game. It's a Dying Earth setting and magic works the way it does because the whole world is artificial and whatever post-nanotech that makes magic work is damaged enough these bits of dogma are how the technology can predictably react. Tech doesn't work because the same tech interferes with something that might be able to control it.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 8848871, member: 15582"] Or to stop the buck where it needs to stop, the IP holders, TSR and WotC, have never made that a priority for some reason, even when they used writers like Ed Greenwood who created the settings. Settings that, for the most part, don't really address how magical energies actually work. Pure speculation on my part, while spell slots work as a mechanic, they're a bit too constricting for the pulpy style of fiction the company is going for. OTH, after decades of fantasy fiction, we now have Brandon Sanderson doing "hard magic," i.e. highly codified magical laws, in his world. Though I get the impression most of his magics could be done with mana points and skill checks. Just a quick thought that came to me ... I don't know if a culture that used spell slots would label them the same way way D&D does. Perhaps the mage would think of "tiers" of spells he can learn to build his mental "pyramid." Just a crazy off the cuff idea. In fact, one of the closest settings to embrace spell slots is the Gyre in Kevin Crawford's Worlds Without Number OSR game. It's a Dying Earth setting and magic works the way it does because the whole world is artificial and whatever post-nanotech that makes magic work is damaged enough these bits of dogma are how the technology can predictably react. Tech doesn't work because the same tech interferes with something that might be able to control it. [/QUOTE]
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