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General Tabletop Discussion
*Dungeons & Dragons
+ Homebrew Brainstorm to bring back prepared Vancian Casting +
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<blockquote data-quote="Yaarel" data-source="post: 9847947" data-attributes="member: 58172"><p>The way to bring back vancian casting is to rethink them. They arent "spells". </p><p></p><p>Switch to magic item crafting. </p><p></p><p>A character creates a consumable magic item with a specific effect. Then the character activates the item whenever it makes sense to do so. </p><p></p><p>The challenge is creating rules to prevent stockpiling, spamming, and broken combos. Potentially allies could activate and use these magic items. But if there are constraints on both how many and what levels, one can create, and each item only lasts a day, there might be a way to achieve game balance.</p><p></p><p>Consider the slot 3 spell, Glyph of Warding. Its Spell Glyph option, or something like it, might be part of the solution. Perhaps the magic item crafter has spell points, then imbues each item with a certain amount depending on how powerful the effect is. The crafter can renew an item by spending more points after each long rest. </p><p></p><p>With the concept of creating expendable magic items, the Artificer class design could have gone with this approach.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9847947, member: 58172"] The way to bring back vancian casting is to rethink them. They arent "spells". Switch to magic item crafting. A character creates a consumable magic item with a specific effect. Then the character activates the item whenever it makes sense to do so. The challenge is creating rules to prevent stockpiling, spamming, and broken combos. Potentially allies could activate and use these magic items. But if there are constraints on both how many and what levels, one can create, and each item only lasts a day, there might be a way to achieve game balance. Consider the slot 3 spell, Glyph of Warding. Its Spell Glyph option, or something like it, might be part of the solution. Perhaps the magic item crafter has spell points, then imbues each item with a certain amount depending on how powerful the effect is. The crafter can renew an item by spending more points after each long rest. With the concept of creating expendable magic items, the Artificer class design could have gone with this approach. [/QUOTE]
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