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

TheLe

First Post
How would you fix the D&D Magic system (assuming you feel it is broken)?

A friend of mine says that Psionics is the way to go.

`Le
 

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Divine casting should be spontaneous with limited spells known.

Warlock cast as much as you want with few powers known style is appealing.

Wizards should not be crippled magically without their spellbooks.

Sorcerers should not need a component pouch.
 

I guess it would depend on what you mean by 'fix' and how close you want it to the existing system of levels and other D&Disms. Let's assume we do.

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.

I think the major change I'd make would be to make sure all spells have some sort of order and progression about them. You can't learn X unless you already know Y and M.
 

I don't really mind the fire and forget method, but I have made thematic changes to the schools in various campaigns. I had a homebrew several years ago with more than 16 different schools of magic like Time, Space, Force, Death, etc, instead of the standard 8 in the PHB. I've also split them all into two basic groups, good and evil, and on other occasions I've grouped them differently as "light" and "dark."
 

Psionics are one good way to go. I like me my psionics.

Then again, I also would like to see the Iron Heroes system cleaned up with spell tokens and feat masteries for different sorts of spells... partially skill-based, partially feat-based, and with something along the lines of Arcana Unearthed's simple, complex, and exotic gradations.
 


Replace Psionics with Green Ronin's Psychic System, replace Magic with stock Psionics, converting some disciplines (necromancy, conjuration) as you see fit.

Yes, yes, Vancian bothers me to no end.
 

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