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General Tabletop Discussion
*Dungeons & Dragons
A Slower Caster Spell Progression and other Suggestions
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<blockquote data-quote="DEFCON 1" data-source="post: 8541745" data-attributes="member: 7006"><p>At the end of the day it's probably easier to just narrow down and tighten up the individual spell lists for each spellcasting class than it is to try and re-work the entire system so that the "too powerful" spells get knocked back.</p><p></p><p>As has been said, there are "miraculous" types of magic at most spell levels of the game. So if you really want to tone it all down... just make spell lists of like 8 spells per level and hand-select which eight spells are the most acceptable for a lower-powered magic system. I mean after all... that's pretty much how many spells were available to select from in in the B/X boxes... eight rather meh spells.</p><p></p><p>So your Cleric 1st level spell list might be:</p><p></p><p>Command</p><p>Create or Destroy Water</p><p>Detect Evil and Good</p><p>Healing Word</p><p>Protection From Evil and Good</p><p>Purify Food and Drink</p><p>Sanctuary</p><p>Shield of Faith</p><p></p><p>You remove the combat spells and the powerful buffs like Bless and you go back to a time where magic was assistant to your day and not overpowering.</p><p></p><p>Cleric 2nd level might be:</p><p></p><p>Augury</p><p>Calm Emotions</p><p>Continual Flame</p><p>Hold Person</p><p>Prayer of Healing</p><p>Silence</p><p>Warding Bond</p><p>Zone of Truth</p><p></p><p>Again, you take out the spells that can eliminate injuries received from creatures like Lesser Restoration, the more powerful attack spells like Blindness/Deafness, and ones that are overlapping what other classes are there for like Find Traps and Locate Object (more of a Wizard spell.) You keep doing this for all the classes and you will end up with a much more subtle magic system that isn't just masses of things that go boom.</p><p></p><p>Just an idea.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8541745, member: 7006"] At the end of the day it's probably easier to just narrow down and tighten up the individual spell lists for each spellcasting class than it is to try and re-work the entire system so that the "too powerful" spells get knocked back. As has been said, there are "miraculous" types of magic at most spell levels of the game. So if you really want to tone it all down... just make spell lists of like 8 spells per level and hand-select which eight spells are the most acceptable for a lower-powered magic system. I mean after all... that's pretty much how many spells were available to select from in in the B/X boxes... eight rather meh spells. So your Cleric 1st level spell list might be: Command Create or Destroy Water Detect Evil and Good Healing Word Protection From Evil and Good Purify Food and Drink Sanctuary Shield of Faith You remove the combat spells and the powerful buffs like Bless and you go back to a time where magic was assistant to your day and not overpowering. Cleric 2nd level might be: Augury Calm Emotions Continual Flame Hold Person Prayer of Healing Silence Warding Bond Zone of Truth Again, you take out the spells that can eliminate injuries received from creatures like Lesser Restoration, the more powerful attack spells like Blindness/Deafness, and ones that are overlapping what other classes are there for like Find Traps and Locate Object (more of a Wizard spell.) You keep doing this for all the classes and you will end up with a much more subtle magic system that isn't just masses of things that go boom. Just an idea. [/QUOTE]
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