Turjan
Explorer
Ah, thanks, I donl't have those books. I first met the concept in "Complete Adventurer", if I remember correctly. I like the concept of being able to cast spells when it's not your turn.MerricB said:Swift: 2003. (Miniature's Handbook)
Immediate: 2004 (XPH)
It's elegant. The innovation is not only coming up with the words, but then applying it to open up more design space. Swift and Immediate spells are fascinating. (There are spell concepts that only work if they can be cast as such).
I'm still not sure whether I like this; reminds me of video games. But then again, that's not the topicMerricB said:Sandstorm added the idea of touchstones in the normal world (not just the planes); this is part of "making locations matter". DMG2 then expanded on this with locations as treasure (with a gp cost!) I haven't used either in my campaign that effectively yet. It's somewhat of a minor innovation.

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DMG 2 introduced teamwork benefits like Companion Spirits to D&D, the latter offering a floating bonus to the team via a flavourful option. I'd be interested whether this came from Robin Laws, because I know the concept from HeroQuest.