reelo
Hero
The game does not go far enough to make PCs of those highest levels feel like they are on the edge of Godhood.
Yawn
PCs-as-almost-gods sounds utterly boring.

The game does not go far enough to make PCs of those highest levels feel like they are on the edge of Godhood.
but it CAN conjure a rod that magic can't move however...Can magic conjure a stone so heavy that magic can't lift it?
If the bad guys can do the same thing, I could see making a game of it that works. Heck, we did have PC Immortal rules back in BECMI ...Yawn
PCs-as-almost-gods sounds utterly boring.
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No. In a fictional book, sure. In a game? No. Any such game would consist of one thing action; magic user casts 'I win'. Game over. No fun.
No, that is not my preference.i think that magic in fantasy should be able to do anything. anyone agree with me?
Even then...No. In a fictional book, sure.
You aren't crazy. Both the flexibility & durability are reprehensible in the way that they prevent me as a gm from making cool stuff my caster players might care about. The ability to just shrug & on a whim choose which N level spell or simply upcast that same spell if they run out of level N slots pushes me as a GM to be more restrictive & almost adversarial in my planning.Call me crazy, but how magic was described in Dragonlance before (since its the topic of the day) with Raistlin being weak, vulnerable, but also potentially vastly powerful with enough preparation, is pretty much how I'll always view Wizards.
Today's flexibility for casters is...offensive.
Whereas I have found such "power at a price" systems provide extreme incentives to breaking both the spirit and the intended play experience in order to minimize the "price" and maximize the "power." Further, because a dead character is usually a speed bump in such systems (because all characters die easily and frequently, most of the time), the "price" is merely a delay, a waiting until you get lucky. Getting a royal flush in a single draw is rare and special. Getting a royal flush when you discard all the cards, shuffle, and start drawing again the instant you get a card that breaks the flush is neither rare nor special: it guarantees you will get one eventually. And winning for long enough to reach the "phenomenal cosmic power" stage of a Wizard is quite a bit easier than repeatedly shuffling and drawing until you get a royal flush. (That is, the probability that you won't ever get a royal flush no matter how many times you try is 0, and it converges to 0 much faster than it would if you were just counting the chance of drawing one outright.)I miss the backlash/danger of using magic. I understand that for a player a spell that can blow up in your face can be a turn-off, but overall I think its a great game balancing factor and narrative trope.
I know DCC has incorporated a sort of magical corruption into its system, and if it didn't use a bunch of non-standard dice, I'd consider using it for D&D (assuming I could get player buy it - which would be the real trick).