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<blockquote data-quote="Ath-kethin" data-source="post: 8097901" data-attributes="member: 6798775"><p>How wonky do you want to make it?</p><p></p><p>Honestly, you can just rule that in order to work magic at all, you need to know the True Names etc; by this logic, what separates a member of the Wizard (or sorcerer or cleric or whatever) class from the Fighter etc. class is that the Wizard understands and knows how to manipulate True Names. Bam, done, with no new mechanics to learn.</p><p></p><p>Alternately, you could rule that the Sorcerer is the True Name caster, and the True Names are what allows the sorc's metamagic to work.</p><p></p><p>Or perhaps cantrips are minor magicks anyone can learn with though time and dedication. But to cast leveled spells you need True Names.</p><p></p><p>Don't be afraid to just jettison a class or two to keep the theme consistent. For example, pick one or two full casters and justify it from there. Maybe in this system warlocks gain their power by having their patron provide the True Names, this making an exception to the general rule of power acquisition. </p><p></p><p>And the Magic Initiate feat represents having picked up a couple of minor tricks but knowing one True Name (leveled spell). </p><p></p><p>I see a real (unfortunate) tendency for homebrewers to try and couple every new concept with new mechanics, and I think it's frankly unnecessary. You can model most things just by changing how you describe the causes and effects of existing mechanics.</p></blockquote><p></p>
[QUOTE="Ath-kethin, post: 8097901, member: 6798775"] How wonky do you want to make it? Honestly, you can just rule that in order to work magic at all, you need to know the True Names etc; by this logic, what separates a member of the Wizard (or sorcerer or cleric or whatever) class from the Fighter etc. class is that the Wizard understands and knows how to manipulate True Names. Bam, done, with no new mechanics to learn. Alternately, you could rule that the Sorcerer is the True Name caster, and the True Names are what allows the sorc's metamagic to work. Or perhaps cantrips are minor magicks anyone can learn with though time and dedication. But to cast leveled spells you need True Names. Don't be afraid to just jettison a class or two to keep the theme consistent. For example, pick one or two full casters and justify it from there. Maybe in this system warlocks gain their power by having their patron provide the True Names, this making an exception to the general rule of power acquisition. And the Magic Initiate feat represents having picked up a couple of minor tricks but knowing one True Name (leveled spell). I see a real (unfortunate) tendency for homebrewers to try and couple every new concept with new mechanics, and I think it's frankly unnecessary. You can model most things just by changing how you describe the causes and effects of existing mechanics. [/QUOTE]
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