A magic system should include...

A good magic system includes...

  • Previous preperation/memorization of specific spells

    Votes: 17 26.2%
  • Skill/ability checks to cast spells

    Votes: 34 52.3%
  • A limited number of specific effects you can call on

    Votes: 21 32.3%
  • A "language" of magic you can use to weave infinite effects from the base components you know

    Votes: 36 55.4%
  • Exacting ritual and specific components

    Votes: 24 36.9%
  • Instinctive, almost psionic, effects

    Votes: 21 32.3%
  • Special talent only a few are born to

    Votes: 29 44.6%
  • Knowlege anyone can learn

    Votes: 35 53.8%
  • Gifts of the gods

    Votes: 16 24.6%
  • A randomized chance of failure

    Votes: 19 29.2%
  • A physical toll that builds up with too much casting

    Votes: 45 69.2%
  • A set amount of magic which can be expended per day

    Votes: 30 46.2%
  • An infinite amount of magic without penalty

    Votes: 11 16.9%
  • Flashy, earthshaking effects

    Votes: 40 61.5%
  • Subtle influences and abilities

    Votes: 46 70.8%

I did not vote because I would pick all of the boxes. Everything listed is both a good idea for any particular magic system and is possible in the same game, even the conflicting ones. Why not have some magics that are innate like psionics and others that require deep rituals. Some magic comes from the gods. Some magic can be used infinitely and other spells exact a toll on the body. Some spells require rote memorization and others have a chance of failure. And any magic system that does not support both flashy effects and subtly is very boring.
 

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I basically went through and checked everything that corresponded to my homebrew. Because I built it how I liked it. What's the difference between Kal-El, Last Son of Krypton and Kalor the Evoker? Depends - if it's D&D, Kal-El can't run out of spells, but if it's fiction Kalor could match him blow for blow using mystic techniques. I prefer the latter choice. Magic is like a sword only weirder. It may take its toll if you swing it around a lot, but it's otherwise a flexible set of techniques that can be combined for almost limitless effects.

I should really put up that homebrew at some point... maybe once I'm done with my current commissions.
 

I think this poll misses the basic problem of the 3E magic system; D&D, at this stage, should be sufficiently versatile that GMs with different styles of magic can use the system. The problem is that the magic system is so profoundly inflexible; it is currently ramming a high-magic world down my throat against my will. Ideally, D&D should allow for different sets of the things on that list to be true, depending on the campaign.

Needless to say, I didn't vote.
 

I'm sorry, but the poll raised the question of what would be a good magic system, but many of the answers I came up with were not on the list. The "phyiscal toll for casting" made me think of a system with a mental toll.. There is no middle ground between exacting ritual and innate power, like perhaps minor ritual, and mainly innate power such as DnD casting. The special talent only few are born with and the magic learned by anyone have no middle ground either, like a talent that some are born with, but most people can learn if they try at it. (again, DnD).

I have to agree Kahuna, this poll was destined to not be as good as your other polls about the classes.

What about the combining of effects, such as group magic? "Magic is the power of individuals" "The greatest works of magic are done by groups"

Magic is too ill-defined for a comprehensive poll


Eldorian Antar
 

Eldorian said:


Magic is too ill-defined for a comprehensive poll


So I quit while all the options would still fit on my screen... :p

I've found the answers so far enlightening anyway. Both a language based magic system and physical toll have gotten far more votes than I expected when I wrote the poll.

Kahuna Burger
 

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