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<blockquote data-quote="Cadence" data-source="post: 8300612" data-attributes="member: 6701124"><p>I love having the magic customized to the world and being consistent within it - and that all sounds great about making it tie together. (And there isn't a lot I like about 4e, but the idea of Primal Magic for nature, and it being a separate thing on the level with Arcane and Divine is one of them.</p><p></p><p>One of the problems I have now is when I design a world I want to do that and have some ideas, but then i think I should make it more general so I can use it later, and then I think of all of the options others might want... and I end up with imagining needing some monstrosity new game system that covers everything right out of the gate. I kind of wish there was a book just full of ideas and blurbs of history and language and examples of all of the different ways a magic system could be customized for a particular campaign world. And then I wonder if sometime in my second 40 years of D&D someone will come up with an AI where we can feed it the world description and it will auto-rejigger the classes and spell lists as a rough draft that it can help refine. </p><p></p><p>I'm thinking of a game that peters out with about 3rd level spells (so like E6 from 3.5 or P6 from PF), and what sort of cosmology I need and everything (prime material plane, combined feywild/shadow-realm/spirit realms touching it where they only ever see parts like in the fairy stories, and then in the great beyond there are theories of energy planes that the Gods use but no one will ever see those or the outer planes). So I've tentatively got...</p><p></p><p>Arcane flavored - Wizards (studied casters), Sorcerers (inborn casting), Witches/Warlocks (granted casting from a patron), and maybe Alchemists/Runecasters (imbuing a potion or rune with magic to be used later)</p><p></p><p>Divine - Clerics (channel one of the various elemental/fundamental planes and then limited spells)</p><p></p><p>Spirit - Shamans/Invokers (call over spirits from the spirit realm to do things)</p><p></p><p>Primal - Druids (magnify things that are already in the "natural world"; call lightning as opposed to lightning bolt, for example).</p><p></p><p>But then I get hung up on if it matters which ability score each keys off of, or if there is no big deal in letting there be a choice if it seems on theme. And then I wonder how bad cross-over is (should there be a sorcerous or witch flavored Wizard? should some studious clerics learn spells more generally instead of doing the combat thing?). </p><p></p><p>I suppose the trick is to finish all of my actual work each day, and then just jump in and start typing stuff up, while keeping a list of things to the side to be distracted with later.</p></blockquote><p></p>
[QUOTE="Cadence, post: 8300612, member: 6701124"] I love having the magic customized to the world and being consistent within it - and that all sounds great about making it tie together. (And there isn't a lot I like about 4e, but the idea of Primal Magic for nature, and it being a separate thing on the level with Arcane and Divine is one of them. One of the problems I have now is when I design a world I want to do that and have some ideas, but then i think I should make it more general so I can use it later, and then I think of all of the options others might want... and I end up with imagining needing some monstrosity new game system that covers everything right out of the gate. I kind of wish there was a book just full of ideas and blurbs of history and language and examples of all of the different ways a magic system could be customized for a particular campaign world. And then I wonder if sometime in my second 40 years of D&D someone will come up with an AI where we can feed it the world description and it will auto-rejigger the classes and spell lists as a rough draft that it can help refine. I'm thinking of a game that peters out with about 3rd level spells (so like E6 from 3.5 or P6 from PF), and what sort of cosmology I need and everything (prime material plane, combined feywild/shadow-realm/spirit realms touching it where they only ever see parts like in the fairy stories, and then in the great beyond there are theories of energy planes that the Gods use but no one will ever see those or the outer planes). So I've tentatively got... Arcane flavored - Wizards (studied casters), Sorcerers (inborn casting), Witches/Warlocks (granted casting from a patron), and maybe Alchemists/Runecasters (imbuing a potion or rune with magic to be used later) Divine - Clerics (channel one of the various elemental/fundamental planes and then limited spells) Spirit - Shamans/Invokers (call over spirits from the spirit realm to do things) Primal - Druids (magnify things that are already in the "natural world"; call lightning as opposed to lightning bolt, for example). But then I get hung up on if it matters which ability score each keys off of, or if there is no big deal in letting there be a choice if it seems on theme. And then I wonder how bad cross-over is (should there be a sorcerous or witch flavored Wizard? should some studious clerics learn spells more generally instead of doing the combat thing?). I suppose the trick is to finish all of my actual work each day, and then just jump in and start typing stuff up, while keeping a list of things to the side to be distracted with later. [/QUOTE]
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