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General Tabletop Discussion
*TTRPGs General
Effects of banning "flashy" magic
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<blockquote data-quote="Celebrim" data-source="post: 2223985" data-attributes="member: 4937"><p>Evocation is one of the weakest schools in magic in 3.0 edition. By banning evocation/conjuration magic you are in no way hindering arcane spell casters. I'd much rather be a Transmuter, Enchanter, Illusionist, or Necromancer anyway.</p><p></p><p>And since when are Illusions not flashy?</p><p></p><p>Unlike 1st edition, where the flashy magic was the good stuff, in third edition too many opponents have energy resistance and almost all of your opponents of your CR have high ammounts of hitpoints relative to evocation's ability to do damage. Plus you have things like Evasion that just make Reflex save spells alot less important.</p><p></p><p>Fireball is just not uber the way it used to be. </p><p></p><p>If you go around banning all the 'flashy' stuff, you're just going to make Enchanters or Necromancers more and more uber, or if you nerf them then you are going to make Transmuter Buffers into the uber class. All three types are more powerful than evocation specialists built using the SRD already, so what's the point in reducing the impact of magic in the campaign by banning the weak stuff?</p><p></p><p>If you want to make magic more subtle in your campaign, you'll have to invent a whole new spell list and dozens of sutably subtle spells with longer term payback, or wider areas of effect, but less raw power. High level spells will have to become more and more broad in effect rather than deep - essentially accumulating the effects of alot of lower level spells. You can't go about it buy just knocking out spells with highly visible effects, because what makes a spell powerful isn't its visibility but its capacity to disable an enemy, overcome obstacles, or improve the damage output or survivability of the party tanks.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2223985, member: 4937"] Evocation is one of the weakest schools in magic in 3.0 edition. By banning evocation/conjuration magic you are in no way hindering arcane spell casters. I'd much rather be a Transmuter, Enchanter, Illusionist, or Necromancer anyway. And since when are Illusions not flashy? Unlike 1st edition, where the flashy magic was the good stuff, in third edition too many opponents have energy resistance and almost all of your opponents of your CR have high ammounts of hitpoints relative to evocation's ability to do damage. Plus you have things like Evasion that just make Reflex save spells alot less important. Fireball is just not uber the way it used to be. If you go around banning all the 'flashy' stuff, you're just going to make Enchanters or Necromancers more and more uber, or if you nerf them then you are going to make Transmuter Buffers into the uber class. All three types are more powerful than evocation specialists built using the SRD already, so what's the point in reducing the impact of magic in the campaign by banning the weak stuff? If you want to make magic more subtle in your campaign, you'll have to invent a whole new spell list and dozens of sutably subtle spells with longer term payback, or wider areas of effect, but less raw power. High level spells will have to become more and more broad in effect rather than deep - essentially accumulating the effects of alot of lower level spells. You can't go about it buy just knocking out spells with highly visible effects, because what makes a spell powerful isn't its visibility but its capacity to disable an enemy, overcome obstacles, or improve the damage output or survivability of the party tanks. [/QUOTE]
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Effects of banning "flashy" magic
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