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


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RangerWickett said:
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.

Had a look at the teaser and its a nice system, although its hard to give a definitive word based on the teaser alone.

SO (just to get my head around it) If I'm playing a character with a Classical Fey Tradition I get Charm Skill +

I then want to cast a Confusion spell range short, duration 1 hour

Check Charm skill vs DC = 15 (10+5)

Confusion Spell
  • base 0
  • range short +1
  • duration Medium + 3
  • effect (weak emotion) +1
  • Level = 5

the same spell as a 1 minute duration touch attack spell would be DC 10?
 
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Okay just some other things

I think
1. The utility belt spells (ie those which mimic skills (like find direction, find the path, snare, detect pits etc) should be deleted - if you want it take the skill.

2. Clerics should get innate 'boons' as a result of their faith NOT spells (ie like (what I've heard of) the Warlock)

3. I like Fatigue systems so would introduce that too (maybe an HP burn (subdual) for overcasting)
 
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Tonguez said:
1. The utility belt spells (ie those which mimic skills (like find direction, find the path, snare, detect pits etc) should be deleted - if you want it take the skill.

This always amuses me.

What's one of the foremost complaints about the D&D magic system?

"All the spells are combat-based; they've got 14,000 ways to blow each other up, but there's no spells to solve [Generic Social Problem X] or [Perform Mundane Task Y]."

And yet, here we have people arguing that the admittedly small steps D&D has taken in that direction should be removed.

Un-be-lieveable!
 

Tonguez said:
So (just to get my head around it) If I'm playing a character with a Classical Fey Tradition I get Charm Skill +

I then want to cast a Confusion spell range short, duration 1 hour

Check Charm skill vs DC = 15 (10+5)

the same spell as a 1 minute duration touch attack spell would be DC 10?

Confusion for an hour, short range duration would indeed be a DC 15 check, but you probably wouldn't want to cast that, because the target would get a Will save each round unless you added the Subtle Charm enhancement. You'd be better off with just a one minute duration, because most folks will make their save at some point during the first minute anyway.

A one-minute duration version, with a range of touch, would be DC 11 (10 + 1 for the emotion effect).
 

I'd make Invisibility a 3rd or 4th level spell. Using the simple benchmark test of spells "would i take this spell over a higher level spell"?" I get the answer "yes'. I would take Invisibility over Fireball or Lightning bolt any day of the week. It also mucks up versimilitude by having it be as common as it is at 2nd level.

Teleport would be trickier. It is just too easy to get where you want and bypass all sorts of stuff. A limited number of teleport paths known to each pc/npc fixes the problem a little, maybe a skill roll to get there.

Divination spells would be a bit tricker also. I'd let folks make a Will save against divinations targted at them or things they are holding. I have in campaigns I run, works fine for me. It checks the whole detect/scry and teleport problem well enough for me.

that is about it for me.
 


Primitive Screwhead said:
Elements of Magic!!!!!! {Huzzah for Ranger Wickett!}

Or, for those desiring a more literary approach.. EoM- Mystic Earth!

The current rules work well for new players.. A relatively easy 'pick from this list of spells'.. and new DM's.. you have a set pool of problem. er.. spells to deal with.

EoM is better for more practiced players. Full spontaneity and better 'Oohh.. thats Magic!' feel. Harder for the DM as your pool of problems grows exponentially.

EoM - Mystic Earth.. there is a trailer out for it now.. goes farther down the line to a skill based mechanic. Very well put together..

If I could ever find the guy again.. or get Drew to hand over copies of the stuff he kept.. had a DM come up with a 'Fantasy Punk' setting based in CP2020 rules. He used a Rolemaster like system of spell lists that was very good.
Unfortunately he dissapeared in between sessions..

To me, the magic system plays a major piece of setting the tone of the game. Vancian leads me to see Arcane Colleges and musty libraries collecting spellbooks and hording knowledge. EoM leads me to see wandering Mage's exploring aspects of the Weave, with common spells being common only because they are practical. Most spells would be significantly the casters creation. EOM-ME and skill/list based lead me to see Guilds and Covens that train styles, like the martial arts schools of Hong Kong.

Anywho..
Thanks for doing my job for me, PS! Elements of Magic just had to be mentioned here :)
 

Im a tinkerer.
I've developed a renewing mana system thats entirely too powerful but hey, everyones using it. Concentration checks to DC's to meditate to retreive
Then using the spell point system from UA for costs and rules for Wizards and the like.

I play gurps and feel the magic system there is great. Clerics have Power Investitute (can do anyway) and a list of available spells. Mages have trees and the like. If casting costs weren't so different and expensive (for raising and instant regeneration).
 

I'm not sure.

The D&D magic system is a double-edged sword for me. I dislike its clunkiness, lack of clear underlying principles, and tendency to dominate the game at higher levels. On the other hand, I like its simplicity, the capacity to create a strange and wondrous effect without always having to work the mechanics, and the way that making spells discrete units allows for the feel of discovering lost and mysterious knowledge.

The one change I can recommend without hesitation: Scrap the schools as we know them. As far as I can tell, they were a flavor element in 1E that has not proved strong enough to handle all the weight that's been placed upon them in later editions. Witness the question of where to place healing magic, the constant trouble the game has had with balancing different types of specialists, etc. Instead, I suggest replacing them with an expanded descriptor system, and allowing specialization based on descriptors and feats designed to interact with them.


Matthew L. Martin
 

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