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%

Ideally I want multiple magic using classes, each with their own unique yet balanced sub-system that doesn't overshadow non-casting classes.

I want all classes to have some at-will magic, so even if there are Vancian wizards they never have to resort to a crossbow.

I also prefer non-charged items. I prefer wands that mages use more like swords. Implements that make them better casters, not like guns where they fire off a preset number of "loaded" spells and then it crumbles to dust. But I have no problem if both types co-exist.
I like all of this but its going to be an awful big PHB!
 

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Ideally I want multiple magic using classes, each with their own unique yet balanced sub-system that doesn't overshadow non-casting classes.

I want all classes to have some at-will magic, so even if there are Vancian wizards they never have to resort to a crossbow.

I also prefer non-charged items. I prefer wands that mages use more like swords. Implements that make them better casters, not like guns where they fire off a preset number of "loaded" spells and then it crumbles to dust. But I have no problem if both types co-exist.
I agree that we are going to need several different sub-systems for different classes.

I used to hate the older charged wands myself until I got into NetHack last year. After that they kind of grew on me. I actually wouldn't mind seeing magic wands that function just as a magical ranged weapon though. That would at least solve the crossbow issue.
 


Resource-based.

Vancian I think is better understood as formulaic. This actually has had a good deal of variety right from the start. Different classes address their magic / miracles differently.
 

I am normally the person who prefers vancian but even I would call that a fair compromise and not walk away just based on the magic system.
The more I think about my'perfict world 'the more I think it would be the way to go-OR-Id ep myself if I could ;)
 

I choose "Other".


Since they're planning a stripped down basic game which can have complexity added on, I'd say this:

  • At-wills, Encounters, Dailies, and Rituals for the base version. - It isn't my preferred system, but it's likely the easiest for new gamers and stripped down, simple rules.
  • Vancian and Spell-Points as add-ons. - To me, both have the same level of complexity, but different focuses (Vancian is variously considered a specific genre type of magic, or in play a more gamist mechanic; Spell-Points are good for modeling other fiction premises and more simulationist play-styles).
  • The Star Wars SAGA Force System adapted for magic (as an add-on). - I think this system works really well for cinematic and narrativist type games. I'd really like to see it adapted for use in 5E.
:)
 

I am normally the person who prefers vancian but even I would call that a fair compromise and not walk away just based on the magic system.

I choose "Other".


Since they're planning a stripped down basic game which can have complexity added on, I'd say this:

  • At-wills, Encounters, Dailies, and Rituals for the base version. - It isn't my preferred system, but it's likely the easiest for new gamers and stripped down, simple rules.
  • Vancian and Spell-Points as add-ons. - To me, both have the same level of complexity, but different focuses (Vancian is variously considered a specific genre type of magic, or in play a more gamist mechanic; Spell-Points are good for modeling other fiction premises and more simulationist play-styles).
  • The Star Wars SAGA Force System adapted for magic (as an add-on). - I think this system works really well for cinematic and narrativist type games. I'd really like to see it adapted for use in 5E.
:)
and thus I would have a problem,as Ive said once before in a post,I gave up vancian for 4th and will not do it again-How EXACTLY do you make everyone happy?
 

One of the things I disliked about 4e was how every class worked the same way (the same number of at-will, encounter and daily powers, gained at the exact same levels). I like having mechanical variety between the various classes. I like having a choice between vancian wizards, at-will warlocks and spell point psionics. 5e is supposed to be about modularity and choices, after all.
 

One of the things I disliked about 4e was how every class worked the same way (the same number of at-will, encounter and daily powers, gained at the exact same levels). I like having mechanical variety between the various classes. I like having a choice between vancian wizards, at-will warlocks and spell point psionics. 5e is supposed to be about modularity and choices, after all.

It should definitely all be there. But what would your preference be for the base system...?
 

I think my ideal magic system would be some sort of combination.

1) Each spellcaster has a few weak at-wills.
2) Each spellcaster has a pool of spell points (or maybe stamina points, if we want a unified mechanic with martial classes) . Among other things, at-wills can be juiced up with spell points.
3) Each spellcaster has a list of spells memorized which they can use for as long as they have spell points to fuel them. Classes that "just know" their spells might even have, instead of more spell points, a larger list of spells that they can cast each day, but of course are limited by not being able to switch their spells.

You could, in fact, fake a Vancian spellcaster with such a system by ruling that you had to pre-plan what your spell points were going to be used for each day.
 

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