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<blockquote data-quote="Arkhandus" data-source="post: 3956115" data-attributes="member: 13966"><p>Yep. When you can use magic to do absolutely anything, and have managed to pull off a particular magic trick before with ease, you'll know that you can probably always do it automatically without fail and without any drain/loss. Fling minor magic bolts that deal damage like a fighter's main attack, at will, or hover around everywhere, or whatever. At the very least.</p><p></p><p>You don't really address casting times, the differences between different class' degree of magic focus (I imagine a paladin or ranger must wait until 4th level to use any magic at all, and will face much higher DCs than a cleric or druid to accomplish the same magical effects, while bards have a somewhat higher DC than a sorcerer or cleric for such purposes, for example). Like, I dunno, an extra +5 to the DC for bardic magic, +10 to the DC for paladin or ranger magic.</p><p></p><p>And the DCs should probably be based on the caster's power source; a druid should have a very hard time discerning the powers of a magic item, or disintegrating a foe, or teleporting, or plane shifting, if they can do it at all, since they're drawing on natural forces for their magic rather than arcane power or deific intervention. For example.</p><p></p><p>And, really, I don't much like the thought of a magic system that's basically boiled down to "DM's fiat and player's creativity/smarts at any given moment."</p><p></p><p>Having some well-defined base effects with DCs and such, that can be objectively looked over beforehand (rather than just guesstimated at the table spontaneously, which could be really tough or time-consuming for some effects), would be best. Something like the epic spell seeds, but less stupid (only the basic idea behind them is decent; the designers' execution is horrible!).</p><p></p><p>And as Claudius said, you need to figure out if the spellcaster can decide whether or not to go through with a spellcasting attempt after hearing what you've placed the DCs at. Though it may still take up the normal casting time in actions, a caster should be able to tell when they might be getting in over their head in terms of magical energy drawn or the difficulty in trying to keep it under control and shaped properly.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3956115, member: 13966"] Yep. When you can use magic to do absolutely anything, and have managed to pull off a particular magic trick before with ease, you'll know that you can probably always do it automatically without fail and without any drain/loss. Fling minor magic bolts that deal damage like a fighter's main attack, at will, or hover around everywhere, or whatever. At the very least. You don't really address casting times, the differences between different class' degree of magic focus (I imagine a paladin or ranger must wait until 4th level to use any magic at all, and will face much higher DCs than a cleric or druid to accomplish the same magical effects, while bards have a somewhat higher DC than a sorcerer or cleric for such purposes, for example). Like, I dunno, an extra +5 to the DC for bardic magic, +10 to the DC for paladin or ranger magic. And the DCs should probably be based on the caster's power source; a druid should have a very hard time discerning the powers of a magic item, or disintegrating a foe, or teleporting, or plane shifting, if they can do it at all, since they're drawing on natural forces for their magic rather than arcane power or deific intervention. For example. And, really, I don't much like the thought of a magic system that's basically boiled down to "DM's fiat and player's creativity/smarts at any given moment." Having some well-defined base effects with DCs and such, that can be objectively looked over beforehand (rather than just guesstimated at the table spontaneously, which could be really tough or time-consuming for some effects), would be best. Something like the epic spell seeds, but less stupid (only the basic idea behind them is decent; the designers' execution is horrible!). And as Claudius said, you need to figure out if the spellcaster can decide whether or not to go through with a spellcasting attempt after hearing what you've placed the DCs at. Though it may still take up the normal casting time in actions, a caster should be able to tell when they might be getting in over their head in terms of magical energy drawn or the difficulty in trying to keep it under control and shaped properly. [/QUOTE]
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