D&D Magic -- how would you fix it?


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I don't think the core magic system needs to be fixed - even though I don't like it.

I would, however, introduce more variant magic systems (a la psionics), and introduce little things that you can do to the core system in order to produce a different feel. Something as simple as changing the spell components (let's say every spell needs some kind of blood, or an oath, or a curse, or a sacrifice, etc.) could give your game world a whole different feel.
 

Tonguez said:
Skillbased, feat-accessed intuitive effects-based spell creation system

You should check out the teaser for Elements of Magic: Mythic Earth. I designed the system to make magic more adjustable to one's own campaign, setting, and character. Taking a cue from Wulf Ratbane's Grim Tales, GMs are encouraged to start with no magic, and add what they want, instead of starting with everything and taking out what they dislike.

In short, the system is designed for:
  • Flexibility: You can create a variety of spells based on your skills, and can make spells up on the fly;
  • Fun: You have a limited number of signature spells that you can cast as a standard action. Everything else takes two rounds to cast, so people don't sit around composing spells and slowing down combat; and
  • Flavor: Every spellcaster picks one or more traditions that his magic is based in. The examples are drawn from Earth's myths and folklore, so a voodoo spellcaster is different from a Norse runecaster, a Christian miracle worker, or an Aztec blood mage.
 


WayneLigon said:
The Arcana Evolved system is a large step in the right direction, I agree. I like the idea of some spells being rarer than others. I like the idea of some spells (Find the Path, Create Food and Water, Teleport) either being rarer or non-existant. I like the idea of weaving spell levels to do somthing unusual.

The one change I'd like to see in an updated D&D would be from Arcana Unearthed, but it wouldn't be one of these. It would be the diminished and heightened effects from spells. I like the elegance of making a lower level spell only accessable to higher level characters.

For example, certain spells should probably be lower level when compared to other spells of there level, but are put that high because they are a bit too powerful for lower level characters to cast. This allows them to be tied into their more versatile versions, but not be castable until you can cast the more versatile version.
 


Wormwood said:
Replace Cleric with the Favored Soul.

Replace wizard with the Psion.

That's about it.

Replace wizards, sorcerers, rangers, paladins, bards with the cleric and figthers, barbarians, monks, rogues with the druid.

Oh wait there's no need to do that. Our esteemed 3.5 designers have already done it for us.
 

I've contemplated breaking magic back down into the 8 Schools. Doesn't it seem odd that a "Necromancer" doesn't have access to over half of the necromancy spells in the PHB?

For my growing Homebrew game, I've been considering having one spell-caster class who has access to so many Schools of Magic.

No "Arcane", no "Divine".

Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Of course, this opens up a whole new can of worms... like what do I do with Psionics? :P

Oi, I'll figure it all out... someday. :D
 

LostSoul said:
I don't think the core magic system needs to be fixed - even though I don't like it.

I would, however, introduce more variant magic systems (a la psionics), and introduce little things that you can do to the core system in order to produce a different feel. Something as simple as changing the spell components (let's say every spell needs some kind of blood, or an oath, or a curse, or a sacrifice, etc.) could give your game world a whole different feel.


Yeah. I'd like to see enough different systems developed so that I could chop off the Vancian Magic and stitch on something else.
 

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