Odhanan
Adventurer
How would you fix the D&D Magic system (assuming you feel it is broken)?
Well that's the point, isn't it? I think it isn't broken, and if it ain't broken, don't fix it.
How would you fix the D&D Magic system (assuming you feel it is broken)?
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.
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.
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?
Thanks for doing my job for me, PS! Elements of Magic just had to be mentioned herePrimitive 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..