Dungeoneer
First Post
I'm on record as being a fairly strong supporter of the 3.x / Pathfinder rules.
But more and more I'm coming to believe that if there's one thing 4e did right, it was ditching Vancian magic.
The longer I look at it, delve into various RPG rules structures, and see alternative magic systems, the more I feel such utter disdain and contempt for bog standard Vancian casting.
From a narrativist standpoint it's such an utterly contrived mechanic. I know that most of the time when we're playing in-game we don't think about it, but how much of the entire D&D ecology and its "normative features" are based on the basic features of Vancian casting? I realize its original inclusion in OD&D is due to a preference for it by one E. Gary Gygax, but the more I think about it, the more I realize that other than D&D and the original Jack Vance writings, there really are no other sources that use it.
Without getting into the war about Vancian casting, let me say that I would dearly love to play with a more nuanced magic system. Vancian casting in 3.x bugged me as well.But perhaps the real problems are
1: As above. Magic is too easy. It should cost a lot of crunch options.
2: Balance. (also above) The spells need to be more formula and less sacred cows. Too many spells are good because they have always been good, and need toning down. Like Entangle. It is ridiculously powerful at first level, and is still good at 20th.
I would like to see some kind of formula-based magic, or a strong cap on what easy casting can do.
Obviously magic in a fantasy world is, well, not real, but it's so much cooler when it is internally consistent and follows some rules. A well-known and well-executed example from fiction is Ursula Le Guin's Earthsea books, where magical power is actually derived from speaking the primal language of creation, including the 'true names' of things.
This is much more interesting to me than very arbitrary spells which have limits and powers with no reason other than that the game rules dictate them.
D4H, I think I know exactly what you mean by a formula-based system of magic. I want a game where instead of casting a spell called fireball, I craft a custom fireball using a magical 'physics' system.
Even if not that, a system that is unique and original and ties organically into the game world would be something that I'd very much appreciate.
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