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General Tabletop Discussion
*TTRPGs General
Arcane Magic/Divine Magic: Should there be a difference?
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<blockquote data-quote="Lokishadow" data-source="post: 1576413" data-attributes="member: 19090"><p><strong>Weeellllll....</strong></p><p></p><p>I'd first like to say that I post replies before reading anyone else's posts, to capture the "flavor" of my reaction.</p><p></p><p>I voted "Other." Why? </p><p></p><p>It's complicated. But take a look at the flavor, or style, of magic that the character wields. As far as game balance goes, the present system works fine. But the blurring of the boundaries can be seen in Oriental Adventures, with the Shugenja. And then we get into more complex variants, like witches, warlocks (a misnomer), necromancers, diviners, seers, etcetera. </p><p></p><p>Maybe it's because I focus my games more on plot and character development than rules. But the point is, I try to give my players what they want. This leads to some really interesting class spell lists (the simplest way to change spellcaster styles). For example, we had the "Flame of Purity," who could heal wounds, raise the dead, banish evil, and call down the most potent of fire spells from either spell list (wizard or priest). He was capped to those types of spells, however. </p><p></p><p>I don't feel that there should be a difference, as the spells make the spellcaster, and in a large party, the spells on a list go a long way towards defining the character. Rather, I think that the spells should be chosen on the basis of the desired "magical personality" of the character class in question.</p></blockquote><p></p>
[QUOTE="Lokishadow, post: 1576413, member: 19090"] [b]Weeellllll....[/b] I'd first like to say that I post replies before reading anyone else's posts, to capture the "flavor" of my reaction. I voted "Other." Why? It's complicated. But take a look at the flavor, or style, of magic that the character wields. As far as game balance goes, the present system works fine. But the blurring of the boundaries can be seen in Oriental Adventures, with the Shugenja. And then we get into more complex variants, like witches, warlocks (a misnomer), necromancers, diviners, seers, etcetera. Maybe it's because I focus my games more on plot and character development than rules. But the point is, I try to give my players what they want. This leads to some really interesting class spell lists (the simplest way to change spellcaster styles). For example, we had the "Flame of Purity," who could heal wounds, raise the dead, banish evil, and call down the most potent of fire spells from either spell list (wizard or priest). He was capped to those types of spells, however. I don't feel that there should be a difference, as the spells make the spellcaster, and in a large party, the spells on a list go a long way towards defining the character. Rather, I think that the spells should be chosen on the basis of the desired "magical personality" of the character class in question. [/QUOTE]
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