Tony Vargas
Legend
You mean magic being flashy & powerful, sure. Also, magic items seemed like a big part of the treasure-hunting appeal of early D&D. And magic, whether spell or item, has a sense of wonder to it, in concept - but so do knights in shining armor and the like.Not the Vancianism. Vancianism has never been all that popular with D&D players anyway--hence the popularity of spell point variants over the years. What is popular is the structure and the content. Predefined spells, schools of magic, 1st-9th level spells with exponentially-growing effects, Fireball and the way it interacts with HP, Polymorph, Magic Jar, Clone, Teleport, Shapechange, etc., etc.
D&D mechanics often failed to deliver on that sense of wonder, but, I suppose, spell and item descriptions were more likely to drop abstract mechanics in favor of arbitrary effects that could capture it.
But you can resort to that sort of thing in any system, really.
The big difference in those cases, I'd think, isn't the 20' ball of fire or the magic system, it's the hp system.During my GURPS years I tried many times to shoehorn in something approximately D&D's Fireball but it never quite felt right. Neither did MERP. Shadowrun had some cool bits, and it definitely affected the way I view 5E (esp. Planar Binding), but it doesn't really have a satisfactory Fireball either, and that's one of the reasons why I'm not playing Shadowrun 4E right now.
Hardly, you still have spells/day. 3e (maybe even 2e?) moved away from the 'memorization' concept of Vance's Dying Earth, substituting 'preparation,' and even the 3e Sorcerer still used spell slots/day.But Vancianism per se isn't popular, as we can see from the fact that 5E has mostly discarded it.
Yeah, I didn't say I found it compelling.I thought about mentioning those, but decided against it because "more interested in X" doesn't imply "entirely disinterested in Y."
