D&D 5E How Should 5E Magic Work?

How would you like to see the magic mechanic working in 5E?

  • Vancian

    Votes: 34 42.5%
  • Magic Point

    Votes: 11 13.8%
  • Powers

    Votes: 29 36.3%
  • I have no preference.

    Votes: 6 7.5%

CleverNickName

Limit Break Dancing
How would you like to see the magic mechanic working in 5E?

Vancian: spells are sorted into spell levels, and spellcasters can only cast a certain number of spells from a certain spell level per day. The caster may or may not have to pick or "memorize" these spells in advance.

Magic Point: all casters have a certain pool of Magic Points (MP), that replinishes over time. Each spell has an MP cost, which the caster must "pay" out of his pool of MP before casting.

Powers: spells are sorted into categories: at-will, encounter, daily, ritual, etc. At-will spells can be cast every round, daily spells can only be cast once per day, encounter spells once per encounter, rituals could only be cast under special conditions and circumstances, and so on and so forth.

If you had to choose, which one would you pick?
 
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CleverNickName

Limit Break Dancing
In a perfect world
vancian wizards
spell point sorcerers
at will warlocks
Yikes, you would want three different ways to cast fireball? That sounds like a bookkeeping nightmare. (Inevitably, someone is going to want to multiclass and play a Wizard/Sorcerer/Warlock. :) )
 

Incenjucar

Legend
Yes.

I see no reason why powers of any sort have to work exactly one way.

Heck, a power point system would be fantastic for martial abilities, for adding that extra OOMPH to your attacks in a very granular manner.
 

CleverNickName

Limit Break Dancing
Heck, a power point system would be fantastic for martial abilities, for adding that extra OOMPH to your attacks in a very granular manner.
You don't necessarily need to use a magic mechanic for that. I remember back in the BECM days, I would let my players "burn" hit points to add bonuses to their attack and damage, point-for-point.
 


Incenjucar

Legend
You don't necessarily need to use a magic mechanic for that. I remember back in the BECM days, I would let my players "burn" hit points to add bonuses to their attack and damage, point-for-point.

Also good.

Ultimately we're just trying to get to "I create a large area of searing flame" or "I throw a punch at the guy that could kill a bison."

You can get to that goal in any number of ways.
 


CleverNickName

Limit Break Dancing
I think it would attract the largest group of gamers
Maybe...or maybe not. Some gamers hate the Vancian magic system so much that they would avoid any game that uses it. Likewise, some of the old-school gamers would drop it and walk away at the first mention of an "at-will power."

Whatever the designers decide, I certainly hope they don't try to "be all things to all people" when it comes to game mechanics. That philosophy works fine for conceptual things like setting, mood, and tone...but when it comes to the numbers, they need to be streamlined, efficient, and simple.
 

Ahnehnois

First Post
Of the three, I think spell points are the best starting point for a magic system. They're the most easily understandable for non-rpgers, and they're less complex than keeping track of piles of spell slots. It also encourages fun mechanics for using and replenishing the points.

Vancian has to be out there, though I'm not a huge fan of it myself.

Warlocks are fine, but there's no need to give at-wills around (and no need for per encounter anything). Reserve feats or their like are fine for those who need them.

I'd like to see other magic systems. The Elements of Magic or Words of Power approach is great.

There's also the idea of rituals/incantations to consider.
 
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