Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Free 60+ page Guide to Sword & Sorcery for 5E D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="xoth.publishing" data-source="post: 7820245" data-attributes="member: 6986003"><p>This just goes to show that 5E is a pretty good fit for S&S to begin with, which is obviously one of the main reasons I like the system.</p><p></p><p>It's still useful (in a guide to players) to list the things that makes S&S distinct from regular fantasy, even though the rules are left mostly intact.</p><p></p><p></p><p></p><p>Instead of creating a whitelist of allowed spells, my approach is to create a framework that explains what kind of magic fits the genre, and what does not. This is useful for players, who can then understand the reasoning behind certain things being left out, and useful for the GM, who then has a framework to evaluate spells from the PHB as well as other sources, and can make the final decision (another important principle of 5E).</p><p></p><p></p><p></p><p>Fireball is not on the warlock spell list, so that is not a problem anyway! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But the problem is not "spells dealing damage", it's spells dealing damage to a large number of creatures at once (area spells), what I call "artillery spells" in the Sorcery chapter. (Note: Magic missile and disintegrate are somewhat unfairly lumped in with those "artillery" spells, I would in fact allow those and I'm going to remove those from the text.)</p><p></p><p></p><p></p><p>As mentioned above, it's not about taking away the ability to deal damage. It's about the ability to do stuff that doesn't fit the genre or that is way too powerful in a setting where many/most opponents are "normal" people who do NOT have access to magic.</p><p></p><p><em>(Warning: A little rant about spellcasters) Look, any spellcaster, no matter how nerfed, is still way, way more unique and flexible than any fighter or rogue can ever hope to be. So, you can't have your teleport, fireball, invisibility or fly spell? Too bad, I don't feel any pity for you. You can still climb on walls, make people your mental slaves, move things from afar, remove curses, talk to entities on other planes, etc, etc. If you don't feel that's interesting, maybe you should play a fighter instead for a while, to get an appreciation of the awesome powers you actually have as a spellcaster, nerfed or not. A spellcaster with a few banned spells is in no way a "trap" option. (End of rant!)</em></p><p></p><p></p><p></p><p>Personally I would be okay with that as a player, but I know many people who get a lot of enjoyment out of counting every single coin after looting fallen enemies, and spending said (exactly counted) coin on various stuff after the adventure. So I think each group (GM and players) has to come up with a solution that maximizes their fun.</p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 7820245, member: 6986003"] This just goes to show that 5E is a pretty good fit for S&S to begin with, which is obviously one of the main reasons I like the system. It's still useful (in a guide to players) to list the things that makes S&S distinct from regular fantasy, even though the rules are left mostly intact. Instead of creating a whitelist of allowed spells, my approach is to create a framework that explains what kind of magic fits the genre, and what does not. This is useful for players, who can then understand the reasoning behind certain things being left out, and useful for the GM, who then has a framework to evaluate spells from the PHB as well as other sources, and can make the final decision (another important principle of 5E). Fireball is not on the warlock spell list, so that is not a problem anyway! :) But the problem is not "spells dealing damage", it's spells dealing damage to a large number of creatures at once (area spells), what I call "artillery spells" in the Sorcery chapter. (Note: Magic missile and disintegrate are somewhat unfairly lumped in with those "artillery" spells, I would in fact allow those and I'm going to remove those from the text.) As mentioned above, it's not about taking away the ability to deal damage. It's about the ability to do stuff that doesn't fit the genre or that is way too powerful in a setting where many/most opponents are "normal" people who do NOT have access to magic. [I](Warning: A little rant about spellcasters) Look, any spellcaster, no matter how nerfed, is still way, way more unique and flexible than any fighter or rogue can ever hope to be. So, you can't have your teleport, fireball, invisibility or fly spell? Too bad, I don't feel any pity for you. You can still climb on walls, make people your mental slaves, move things from afar, remove curses, talk to entities on other planes, etc, etc. If you don't feel that's interesting, maybe you should play a fighter instead for a while, to get an appreciation of the awesome powers you actually have as a spellcaster, nerfed or not. A spellcaster with a few banned spells is in no way a "trap" option. (End of rant!)[/I] Personally I would be okay with that as a player, but I know many people who get a lot of enjoyment out of counting every single coin after looting fallen enemies, and spending said (exactly counted) coin on various stuff after the adventure. So I think each group (GM and players) has to come up with a solution that maximizes their fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Free 60+ page Guide to Sword & Sorcery for 5E D&D
Top