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D&D Magic -- how would you fix it?
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<blockquote data-quote="M.L. Martin" data-source="post: 2578286" data-attributes="member: 4086"><p>I'm not sure.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p></p><p> Matthew L. Martin</p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 2578286, member: 4086"] 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 [/QUOTE]
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