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<blockquote data-quote="Talltomwright" data-source="post: 7919949" data-attributes="member: 7015385"><p>As a child of 2E I can't shift the idea that there are two flavours of magic: Arcane, which comes from the manipulating the subtle connections between the planes and Divine, which is like an emergent property of life, but is intensely focused in the Gods. (Then there was psionics as the third leg of the magic stool) And I liked the world-building aspects; some cultures could be very suspicious of arcane magic, but love divine magic, for example. But the proliferation of spellcasters by 5e does break this down. </p><p></p><p>My best attempt is; Wizards do things the hard way by learning how the planar connections work, sorcerers have an instinctive understanding and so their magic is crude but effective, and Warlocks are taught shortcuts by their patrons, Bards by picking up some wizard tricks and making them work with their performance skills (same for arcane tricksters). Clerics and Paladins draw the divine from their gods, Druids and Rangers (and Totem Warrior Barbarians, etc.) direct from nature. Monks draw their ki from the flow of energy in their own body, and if I find a version of psionics I like for 5e I'd say it's an applied branch of that. But there are so many different subclasses with wacky powers that this soon breaks down (four element monks, etc.) So if I'm keeping all the subclasses available then, yes 'magic is just magic,' is the only reasonable conclusion.</p><p></p><p>In the world I am homebrewing I'm trying to follow the Arcane vs. the Divine because I think it creates interesting tensions and I have a cultural split between people who live in towns vs the wilderness. Within the towns Clerics and Wizards have very different roles in society, equally respected, but distinct and both persecute anyone who doesn't do magic 'the right way.' Druids and Rangers and Barbarians draw the divine direct from nature, which the Clerics find an affront to the Gods so they are outcasts; and the Fey of the outlands can be patrons to Warlocks. I'm going to ditch sorcerers entirely as one magic class too many, same for monks as I'm modelling it more on medieval Europe. There is one evil Deity or Force who has Clerics (of Death and/or Trickery) and its minions can become patrons to warlocks; both work to undermine civilisation in the towns by pretending to be Clerics and Wizards. Seems like enough variety for one world!</p></blockquote><p></p>
[QUOTE="Talltomwright, post: 7919949, member: 7015385"] As a child of 2E I can't shift the idea that there are two flavours of magic: Arcane, which comes from the manipulating the subtle connections between the planes and Divine, which is like an emergent property of life, but is intensely focused in the Gods. (Then there was psionics as the third leg of the magic stool) And I liked the world-building aspects; some cultures could be very suspicious of arcane magic, but love divine magic, for example. But the proliferation of spellcasters by 5e does break this down. My best attempt is; Wizards do things the hard way by learning how the planar connections work, sorcerers have an instinctive understanding and so their magic is crude but effective, and Warlocks are taught shortcuts by their patrons, Bards by picking up some wizard tricks and making them work with their performance skills (same for arcane tricksters). Clerics and Paladins draw the divine from their gods, Druids and Rangers (and Totem Warrior Barbarians, etc.) direct from nature. Monks draw their ki from the flow of energy in their own body, and if I find a version of psionics I like for 5e I'd say it's an applied branch of that. But there are so many different subclasses with wacky powers that this soon breaks down (four element monks, etc.) So if I'm keeping all the subclasses available then, yes 'magic is just magic,' is the only reasonable conclusion. In the world I am homebrewing I'm trying to follow the Arcane vs. the Divine because I think it creates interesting tensions and I have a cultural split between people who live in towns vs the wilderness. Within the towns Clerics and Wizards have very different roles in society, equally respected, but distinct and both persecute anyone who doesn't do magic 'the right way.' Druids and Rangers and Barbarians draw the divine direct from nature, which the Clerics find an affront to the Gods so they are outcasts; and the Fey of the outlands can be patrons to Warlocks. I'm going to ditch sorcerers entirely as one magic class too many, same for monks as I'm modelling it more on medieval Europe. There is one evil Deity or Force who has Clerics (of Death and/or Trickery) and its minions can become patrons to warlocks; both work to undermine civilisation in the towns by pretending to be Clerics and Wizards. Seems like enough variety for one world! [/QUOTE]
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