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General Tabletop Discussion
*Dungeons & Dragons
A Unified Spellcasting Mechanic for 5E?
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<blockquote data-quote="UngainlyTitan" data-source="post: 9301633" data-attributes="member: 28487"><p>I did not vote in your poll since no option there reflected my views.</p><p></p><p>First off, I believe that D&D has only one spell casting mechanic. That is the spell: a prepackaged piece of exception to the rules that a magic user can access to create an effect not normally allowed by the rules of the game, powered by the expenditure of a resource, the slots.</p><p>That is the spell casting mechanic, all the rest is basically fluff.</p><p>There no material difference between a fireball cast using Int, Wis or Cha.</p><p>The advantage of the system is that the spells are reliable and in principle, balanced by their level. However, 50 years of spell creation has cause issues and some of the issues were built into the game from it origin. </p><p>Also a lot of the spells have been ported from one edition to another with reference to what they were with insufficient examination as to how they would serve the current game.</p><p></p><p>The other advantage of parcelling out magic in this way was that by curating spells into list one could reserve certain types of magic for certain classes. This worked well when you had wizards, clerics and druids. It starts to break down as you add more caster types. This is why sorcerers have struggled for a clear identity. </p><p>By the lore, they should be able to adapt and change the magic they have based on their intuitive knowledge of magic but because spells are prepackaged things and the wizard is defined by the spellbook and preparation the sorcerer was given tweaks to the use of the spell slot resource but cannot fundamentally do anything about the spells.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9301633, member: 28487"] I did not vote in your poll since no option there reflected my views. First off, I believe that D&D has only one spell casting mechanic. That is the spell: a prepackaged piece of exception to the rules that a magic user can access to create an effect not normally allowed by the rules of the game, powered by the expenditure of a resource, the slots. That is the spell casting mechanic, all the rest is basically fluff. There no material difference between a fireball cast using Int, Wis or Cha. The advantage of the system is that the spells are reliable and in principle, balanced by their level. However, 50 years of spell creation has cause issues and some of the issues were built into the game from it origin. Also a lot of the spells have been ported from one edition to another with reference to what they were with insufficient examination as to how they would serve the current game. The other advantage of parcelling out magic in this way was that by curating spells into list one could reserve certain types of magic for certain classes. This worked well when you had wizards, clerics and druids. It starts to break down as you add more caster types. This is why sorcerers have struggled for a clear identity. By the lore, they should be able to adapt and change the magic they have based on their intuitive knowledge of magic but because spells are prepackaged things and the wizard is defined by the spellbook and preparation the sorcerer was given tweaks to the use of the spell slot resource but cannot fundamentally do anything about the spells. [/QUOTE]
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