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D&D Magic -- how would you fix it?
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<blockquote data-quote="Saeviomagy" data-source="post: 2581113" data-attributes="member: 5890"><p>I think the only real overhaul that D&D magic needs is the spell lists.</p><p></p><p>There should be some ground rules set out.</p><p></p><p>- For starters, a lot of the schools that spells belong to are messed up.</p><p>- Conjuration effects that ignore SR should be treated EXACTLY THE SAME AS THE PHYSICAL OBJECT WOULD BE. No magically directed arrows that strike at a distance of 400ft+40ft/level with no modifiers for distance (just as an example). And if you can't find a physical object that the spell is duplicating, you were making an evocation spell anyway, so put it in that school.</p><p>- There should probably be some sort of damage/effect by level guideline that actually gets stuck with...</p><p>- Spells should be coherent with the rest of the game. If a spell might make you fall over, that's a BALANCE check. If a spell helps you open locks, then it gives you a bonus to your open lock skill and lets you open a lock as an action included with the spell. If it creates a zone of silence, then it adds to listen DCs. Etc.</p><p>- Hit dice should never be used as a measure of a creature's power. No more "you can summon a critter with X hit dice". Summon by ECL(for long-term service) or CR(for short-term service).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2581113, member: 5890"] I think the only real overhaul that D&D magic needs is the spell lists. There should be some ground rules set out. - For starters, a lot of the schools that spells belong to are messed up. - Conjuration effects that ignore SR should be treated EXACTLY THE SAME AS THE PHYSICAL OBJECT WOULD BE. No magically directed arrows that strike at a distance of 400ft+40ft/level with no modifiers for distance (just as an example). And if you can't find a physical object that the spell is duplicating, you were making an evocation spell anyway, so put it in that school. - There should probably be some sort of damage/effect by level guideline that actually gets stuck with... - Spells should be coherent with the rest of the game. If a spell might make you fall over, that's a BALANCE check. If a spell helps you open locks, then it gives you a bonus to your open lock skill and lets you open a lock as an action included with the spell. If it creates a zone of silence, then it adds to listen DCs. Etc. - Hit dice should never be used as a measure of a creature's power. No more "you can summon a critter with X hit dice". Summon by ECL(for long-term service) or CR(for short-term service). [/QUOTE]
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