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D&D General It's Magic, You Know

Let's say we could no longer use Vancian Magic (I'm sure there are homebrews like this). What sort of spell system might folks see replacing it and why?

For me I tend to like spell points and something like Ars Magica where a person can combine an "act" with something to be acted on. "Create Water" "Create Fire", etc. I think it allows for a lot of useful spell creation without having to memorize particular spells nor explain why someone has to continuously relearn them.
Personally I would go the opposite direction, and strengthen the concept of "spells as recipes", with fixed results besides changing a few basic parameters. I would be interested in playing with a magic system where instead of spell slots the main limited resources were the actual spells components.
 

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Some classic official D&D non-vancian magics include:

5e and 4e monster recharge powers.

Various edition monster spell like abilities (at will or x per day).

4e AEDU.

4e rituals.

3.5 Unearthed Arcana recharge magic.

3.5 Unearthed Arcana spell points.

3.5 Psionics power points and augmentations.

3.5 Psionics focus mechanics.

3.5 Tome of Magic Truename skill rolls.

3.5 Tome of Magic Binder daily changeable vestige at wills.

(Not familiar enough with 3.5 Magic of Incarnum Incarnum mechanics to say).

3.5 Complete Arcane warlock at will eldritch blast and specific powers.

3.5 Dragon Magic dragonfire adept at wills.

3.5 Dragonfire Shaman with their at will auras (I forget the sourcebook they are from)

2e psionics power points and skill rolls.

(Not familiar enough with the 2e Al Qadim Sha'ir genie magic stuff to say)

1e and OD&D psionics with points.
 

Personally I would go the opposite direction, and strengthen the concept of "spells as recipes", with fixed results besides changing a few basic parameters. I would be interested in playing with a magic system where instead of spell slots the main limited resources were the actual spells components.
Agreed. Making magic a consumable, and thus requiring questing/exploration to gain more consumables, has always seemed like the perfect gameplay loop for a dungeon/exploration-focused game to me.
 


Agreed. Making magic a consumable, and thus requiring questing/exploration to gain more consumables, has always seemed like the perfect gameplay loop for a dungeon/exploration-focused game to me.

Magic users big magic ability being able to use wands and other MU magic items?

I know that some people played that way, I remember an AD&D wizard leaning in hard on their wand of fire as their go to magic in a Ravenloft campaign I ran.

Just no guarantee that you will ever get something you like along those lines or replacements once they run out.
 


Only if the non-mages get something to sidequest for too because the mages shouldn't be taking up the group's time to power their class features.
I would think it fairly obvious that the consumables would be acquired as part of the normal gameplay loop involving the whole party.

This isn't some wacky scheme, the video game Gauntlet had the same idea back in 1985.
 

Magic users big magic ability being able to use wands and other MU magic items?

I know that some people played that way, I remember an AD&D wizard leaning in hard on their wand of fire as their go to magic in a Ravenloft campaign I ran.

Just no guarantee that you will ever get something you like along those lines or replacements once they run out.
Generally, yes. There are several major categories of magic items; weapons, armor, scrolls, wands, staves, and miscellaneous items.

The martial types get features to leverage the weapons and armor, the mage types can leverage the wands, staves, and scrolls.
 

I would think it fairly obvious that the consumables would be acquired as part of the normal gameplay loop involving the whole party.
It's not obvious from the use of 'questing' that they would be acquired as part of the gameplay loop vs switching game focus to actively seeking them out.

This isn't some wacky scheme, the video game Gauntlet had the same idea back in 1985.
Be careful admitting you took an idea from a video game.
 


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