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How Should 5E Magic Work?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5788559" data-attributes="member: 82106"><p>How about a system where the difference in spell level/target level is the determinant factor? You could then memorize a spell at any level but it would have considerably lesser effects against significant targets. It could also then be either at-will or per-encounter when you memorize it at a level far enough below your maximum spell casting level. So you get basically the best of various systems there.</p><p></p><p>Another advantage is that spells become less incredibly overpowering against tougher opponents. This avoids some of the problems that 4e spells have with easy lockdown of powerful opponents (Sleep is actually one of the best daily spells for a high level lockdown caster to use for instance). Sleep could STILL be really awesome when memorized at a high level, mowing down slews of mooks or giving you a nice but not ridiculous effect against a big boss type monster if you put it in a high slot.</p><p></p><p>Another thing this could do is let you have each wizard only know a very few actual spells, but be able to decide between a bunch of different possible applications. Thus you don't have to manage a huge sized list. You can have 'Flight' and as a lower level effect it lets you levitate, then jump, then actually fly for a short distance, and eventually you can get all the way up to full strategic flight. Group the spells into schools and you can easily see how you could cap a specialist in non-specialized magic and let them be a bit more effective in their specialty. </p><p></p><p>The same sort of system would probably work pretty well for non-casters too, maybe with some variations. A fighter for instance could have the selections he makes fixed, but instead of being at-will/encounter/daily they are just free/low cost/high cost and he'll use points. That gives you more of a 'using innate capabilities' feel for that class (and you could do that with some casters too). A Monk might instead construct 'katas' where he can create pre-arranged linked sets of maneuvers that can be unlocked for bigger and bigger effects as he uses them in order (kind of riffing off the existing 4e full disciplines). Again, because these things can all be selected for use in different level slots a single basic 'power' can have a whole graded set of possible effects and you only need a small number of them to pick from.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5788559, member: 82106"] How about a system where the difference in spell level/target level is the determinant factor? You could then memorize a spell at any level but it would have considerably lesser effects against significant targets. It could also then be either at-will or per-encounter when you memorize it at a level far enough below your maximum spell casting level. So you get basically the best of various systems there. Another advantage is that spells become less incredibly overpowering against tougher opponents. This avoids some of the problems that 4e spells have with easy lockdown of powerful opponents (Sleep is actually one of the best daily spells for a high level lockdown caster to use for instance). Sleep could STILL be really awesome when memorized at a high level, mowing down slews of mooks or giving you a nice but not ridiculous effect against a big boss type monster if you put it in a high slot. Another thing this could do is let you have each wizard only know a very few actual spells, but be able to decide between a bunch of different possible applications. Thus you don't have to manage a huge sized list. You can have 'Flight' and as a lower level effect it lets you levitate, then jump, then actually fly for a short distance, and eventually you can get all the way up to full strategic flight. Group the spells into schools and you can easily see how you could cap a specialist in non-specialized magic and let them be a bit more effective in their specialty. The same sort of system would probably work pretty well for non-casters too, maybe with some variations. A fighter for instance could have the selections he makes fixed, but instead of being at-will/encounter/daily they are just free/low cost/high cost and he'll use points. That gives you more of a 'using innate capabilities' feel for that class (and you could do that with some casters too). A Monk might instead construct 'katas' where he can create pre-arranged linked sets of maneuvers that can be unlocked for bigger and bigger effects as he uses them in order (kind of riffing off the existing 4e full disciplines). Again, because these things can all be selected for use in different level slots a single basic 'power' can have a whole graded set of possible effects and you only need a small number of them to pick from. [/QUOTE]
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