Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Class spell lists and pact magic are back!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mirrorrorrim" data-source="post: 9092824" data-attributes="member: 7040132"><p>I think the spell system is a brilliant, resilient, diverse design that deserves to be used for many (not all) magical class abilities. It enables so many archetypes because, in part:</p><ol> <li data-xf-list-type="ol">You get to choose your toolbox of "spell" abilities (rather than be forced to have class abilities that are stuck to the class progression).</li> <li data-xf-list-type="ol">It uses universal, understandable ability templates that interact well with the world. </li> <li data-xf-list-type="ol">The spells can be as detailed as they need to be, because spells live in the Spell chapter. If every new magical class ability that could be implemented as a spell was not designed as a spell, that would need to live in the Class description, making those chapters much longer.</li> <li data-xf-list-type="ol">It offers built-in scalability for many abilities, with clean level progression increasing power and usage.</li> <li data-xf-list-type="ol">It uses an understandable slot-based recharge system that allows the user to OPT into using the same ability multiple times with multiple spell slots if they so choose, rather than add extra powers on top of spell slots.</li> <li data-xf-list-type="ol">Spells are rules objects that can be accessible to every archetype that deserves access.</li> </ol><p>If the designers want new magical abilities to work with potentially variable action-type usage, durations, targets/areas of effect, saving throws, scalable effectiveness, and be able to be used multiple times without adding on top of existing spell slots, they are describing a spell. The spell template works. Now not every ability needs a spell, as some abilities are short, sweet, and self-only buffs, or aren't served well by a spell template.</p><p></p><p>Without such a class-agnostic system, all the underlying rules for how all these "spell-like" abilities work would have to be rehashed in every class, magic item, and other source that they are introduced in.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9092824, member: 7040132"] I think the spell system is a brilliant, resilient, diverse design that deserves to be used for many (not all) magical class abilities. It enables so many archetypes because, in part: [LIST=1] [*]You get to choose your toolbox of "spell" abilities (rather than be forced to have class abilities that are stuck to the class progression). [*]It uses universal, understandable ability templates that interact well with the world. [*]The spells can be as detailed as they need to be, because spells live in the Spell chapter. If every new magical class ability that could be implemented as a spell was not designed as a spell, that would need to live in the Class description, making those chapters much longer. [*]It offers built-in scalability for many abilities, with clean level progression increasing power and usage. [*]It uses an understandable slot-based recharge system that allows the user to OPT into using the same ability multiple times with multiple spell slots if they so choose, rather than add extra powers on top of spell slots. [*]Spells are rules objects that can be accessible to every archetype that deserves access. [/LIST] If the designers want new magical abilities to work with potentially variable action-type usage, durations, targets/areas of effect, saving throws, scalable effectiveness, and be able to be used multiple times without adding on top of existing spell slots, they are describing a spell. The spell template works. Now not every ability needs a spell, as some abilities are short, sweet, and self-only buffs, or aren't served well by a spell template. Without such a class-agnostic system, all the underlying rules for how all these "spell-like" abilities work would have to be rehashed in every class, magic item, and other source that they are introduced in. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Class spell lists and pact magic are back!
Top