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David Noonan on D&D Complexity
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<blockquote data-quote="Cor Azer" data-source="post: 3125510" data-attributes="member: 870"><p>Personally, I sort of dislike the "scientific approach" taken with magic spells, specifically with their precision ranges and exact durations. Yes, I realize it makes judging certain things easier, but sometimes I wish there was a bit of... wonder... brought back into the magic system. Granted, I like that a lot of spells were formalized to use specific ranges (personal, touch, close, medium, long), but I'm wondering... do we really need to know that close is 25ft+5ft/level, etc.? I guess it's needed from a tactical/miniatures perspective, but it often makes magic feel too clinical for my tastes.</p><p></p><p></p><p></p><p>There's still a potential for a lot of bookkeeping there, unless the durations are so long that they last all day. If my buff lasts an hour... or two... or however long, I'll still want to make sure I get as much done as I possibily can during that time, so the rush-rush-rush thing doesn't truly go away. Having a more nebulous "lasts one encounter" (or, even "lasts X encounters" duration makes it easier (in my opinion) to judge - whenever there's a context shift in what the players are doing, that's the end of an encounter. Leave it up to the DM to decide if the orcs on the other side of the leaped chasm are part of the same encounter or not.</p><p></p><p></p><p></p><p>I'd really like to see something akin to your option 2 implemented. As someone mentioned before, maybe split Dispel Magic into two - one for counterspelling and one for removing magical effects (actually, I'd probably move this second function into an expanded Break Enchantment). Fluff wise, "Dispel Effect" would disconnect a thing temporarily from magic - removing all magical effects on the character at once (or none at all).</p><p></p><p></p><p></p><p>Yeah, I'm ok with dodge bonuses, but again, I like someone else's idea of removing circumstance bonuses and just leaving them as unnamed, since both can stack (as long as they're from different sources) and have no special rules like dodge bonuses. And we really don't need holy/unholy/sacred/profane bonuses... perhaps just a divine bonus, etc.</p><p></p><p></p><p></p><p>I've always found the biggest problem with flight (and underwater) is not the maneuverability, but the coordinating three-dimensions - most people just aren't used to thinking in three-dimensions (of course, I'll also point out that some of my friends are very good at thinking in two dimensions either, which doesn't help things <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ). A lesser problem (but still an issue for battlemaps/miniatures) is scale - some of these flyers can move 100+ft a round, so combatants can get greatly separated very easily, and the default 5ft scale doesn't easily handle that.</p></blockquote><p></p>
[QUOTE="Cor Azer, post: 3125510, member: 870"] Personally, I sort of dislike the "scientific approach" taken with magic spells, specifically with their precision ranges and exact durations. Yes, I realize it makes judging certain things easier, but sometimes I wish there was a bit of... wonder... brought back into the magic system. Granted, I like that a lot of spells were formalized to use specific ranges (personal, touch, close, medium, long), but I'm wondering... do we really need to know that close is 25ft+5ft/level, etc.? I guess it's needed from a tactical/miniatures perspective, but it often makes magic feel too clinical for my tastes. There's still a potential for a lot of bookkeeping there, unless the durations are so long that they last all day. If my buff lasts an hour... or two... or however long, I'll still want to make sure I get as much done as I possibily can during that time, so the rush-rush-rush thing doesn't truly go away. Having a more nebulous "lasts one encounter" (or, even "lasts X encounters" duration makes it easier (in my opinion) to judge - whenever there's a context shift in what the players are doing, that's the end of an encounter. Leave it up to the DM to decide if the orcs on the other side of the leaped chasm are part of the same encounter or not. I'd really like to see something akin to your option 2 implemented. As someone mentioned before, maybe split Dispel Magic into two - one for counterspelling and one for removing magical effects (actually, I'd probably move this second function into an expanded Break Enchantment). Fluff wise, "Dispel Effect" would disconnect a thing temporarily from magic - removing all magical effects on the character at once (or none at all). Yeah, I'm ok with dodge bonuses, but again, I like someone else's idea of removing circumstance bonuses and just leaving them as unnamed, since both can stack (as long as they're from different sources) and have no special rules like dodge bonuses. And we really don't need holy/unholy/sacred/profane bonuses... perhaps just a divine bonus, etc. I've always found the biggest problem with flight (and underwater) is not the maneuverability, but the coordinating three-dimensions - most people just aren't used to thinking in three-dimensions (of course, I'll also point out that some of my friends are very good at thinking in two dimensions either, which doesn't help things :) ). A lesser problem (but still an issue for battlemaps/miniatures) is scale - some of these flyers can move 100+ft a round, so combatants can get greatly separated very easily, and the default 5ft scale doesn't easily handle that. [/QUOTE]
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