Vaalingrade
Legend
So... xenomorphs are magic.A griffin has never existed on Earth, therefore it is a fantastic beast; and therefore it cannotn exist in a non-magical setting.
As are antimagic fields and null magic zones.
Got it.
So... xenomorphs are magic.A griffin has never existed on Earth, therefore it is a fantastic beast; and therefore it cannotn exist in a non-magical setting.
Numerous things here.I wasn't thinking Safe+Risky option but I could see the Risky option basically integrated into a spell the same way you have upcasting integrated into various spells, maybe with the Safe option basically replacing Cantrips to save on pages? Like you could upgrade Firebolt into Fireball by taking the risky option after a certain level?
I maintain spells-learned should never be chooseable by the caster, but gated behind random rolls as to what's available and-or what your trainer happens to give you at level-up. I also like the idea of learning a new spell not being a guaranteed process (exception: spells gained at level-up, because someone's showing you how to do it), but rather there being a chance of blowing it; and you can't try that spell again until either your level or your intelligence score increases.And some spells would be migrated to a more robust Ritual system, and some of the biggest game breaker would be moved to the DMG as treasures (no one learns 'Wish' through level up, for exemple, but any caster can receive it as a epic boon or high level treasure).
Personally I don’t really like the inherent direct correlating of fantastical with magical, sure griffons wouldn’t exist outside a magical world, but they shouldn’t be inherently magical and magically dependant, requiring it to survive like a fish needs water, maybe a griffon couldn’t access the subtle wind magics it needs to fly in an anti-magic zone but not so much collapse under it’s own weight.A griffin has never existed on Earth, therefore it is a fantastic beast; and therefore it cannotn exist in a non-magical setting.
Okay.What's absurd about removing 3e-style multiclassing? There are plenty of other ways.
And the straw man thing was a joke.
Too bad you’re messing around with the basic fabric of reality, that rubber’s band gonna spring back and slap you in the face sometimes If you don’t want to, just stick to the more safe options and don’t over exert yourself.Because not everyone likes the stress of press your luck anymore than they like the homework of Vancian casting.
I'm replacing the limits with danger. The more you try to reshape reality, the more dangerous it is to you. I could even see one of the consequences to be to disable your spell casting until the next long rest....the main limiter to casters is the fact they're limited in what they can do by their available number of spell slots. Rituals should all become slot-using spells. Cantrips, if kept, should have a limit to how many per day one can cast.
Remove these limits and casting will get even more out of hand than it already is.
That could work.I think rather than versions of each spell, you could have a generic "unintended consequences" table (or maybe a table for each spell level/school/some other classifier).
These people must be miserable playing normal D&D as the dice are used to resolve life or death decisions all the time.Because not everyone likes the stress of press your luck anymore than they like the homework of Vancian casting.
You typically aren't using dice to hurt yourself directly.These people must be miserable playing normal D&D as the dice are used to resolve life or death decisions all the time.
A griffin has never existed on Earth, therefore it is a fantastic beast; and therefore it cannotn exist in a non-magical setting.
Protoceratops, however, did exist on Earth; as did Dodo Birds, Quaggas, and a bunch of other things. They are normal creatures, if extinct.
I'm looking at it from the angle of "what is it that allows all these fantastic things to exist in the game world that don't or didn't exist in our own world"; and the answer, of course, is the presence/existence of magic.
Well, in that case 'Firebolt' wouldn't exist. It'd just be 'Fireball' but the safe version is just you lobbing a softball sized ball of flame at 1 dude, while the normal version would be the one that explodes into something big enough to hit multiple people (maybe the range could have a little randomness to it so you COULD hit your allies by accident? Like it's got a random 15/20/25 radius?)Second, something I've always had issues with is two-spells-in-one write-ups. Here, I'd want Firebolt and Fireball to be kept as two completely different spells, each with its own risky and safe version if desired (though IMO there should be no such thing as a "safe" Fireball). Otherwise, looking up "Fireball" will only take you to a pointer saying "see the write-up for Firebolt", i.e. more page-flipping. The 1e books are awful for this.
Random spells feel like it could screw you over and take away agency... I'd rather have restrictions on school you can pick from instead so you know what you get into at first level. I don't mind the chance of not learning found spells, I just wouldn't want to make it too fiddly a system.I maintain spells-learned should never be chooseable by the caster, but gated behind random rolls as to what's available and-or what your trainer happens to give you at level-up. I also like the idea of learning a new spell not being a guaranteed process (exception: spells gained at level-up, because someone's showing you how to do it), but rather there being a chance of blowing it; and you can't try that spell again until either your level or your intelligence score increases.
Aren't you? You decide to do dangerous things like jump over a chasm or charge a troll and then the dice are rolled to see whether it goes poorly for you.You typically aren't using dice to hurt yourself directly.