Ratskinner
Adventurer
Yes, there is a difference between the two. The problem is that neither is inherently "better" than the other. Each idea is better suited to one playstyle or consideration or another. I definitely agree with the idea that 3e and 4e are closer mechanically than most give them credit for. Personally, 2e magic and spell descriptions worked best for me.
What should 5e do with it? I think that depends on their goals for the basic game. In all things, speed and ease of use should rule the day, IMO. I think that's the critical factor, and in that regard, I'd prefer a "chopped down" spell/power description with embedded keywords and clear phrasing. That is, I think they should word power descriptions like MtG card text (with some obvious exceptions, like stats for a summoned/polymorphed creature). If you can't fit it on the "card", re-examine the wisdom of the spell/power.
I'd also eliminate all the redundant lines of descriptors and the like. If you're using exceptions-based design, use it to tighten things up, not fill half a page with jargon. So, for example, we should never see lines like the following:
Personally, I'd like to see spells formatted something like this:
Fireball - A glowing bead streaks from your hand toward a chosen spot Range: 100ft/level. It explodes with a roar at that spot or when it hits a solid object, and deals 1d6 + 2d6/level fire damage to creatures and unattended objects in a Diameter: 5ft/level area. A Dex Save Halves the damage. The explosion is without force and cannot destroy things except through its damage. The material component is a tiny ball of bat guano and sulfur.
Featherfall - As a Reaction you shout a word which causes one falling object or person per level within Range: 10ft/level to float gently to the ground. The affected targets fall at a rate of 60ft/round and the effect lasts until they reach the ground. Featherfall is a Verbal spell.
Guidance - You grant a touched creature a +2/level bonus on a single Attack Roll, Saving Throw, or Ability Check. The creature chooses when to use this bonus. If unused, the effect dissipates at the end of the Encounter.
Such descriptions are short enough that a caster player can actually print several of them to a sheet, or even (gasp! ) copy them by hand onto a spell sheet. I know its not the most popular opinion, but I really feel that this game needs to play easy and play well with only dice, paper, pencil, and rulebooks. Electronic or web-aids are nice, but the game mustn't be so bloated as to rely on them.
What should 5e do with it? I think that depends on their goals for the basic game. In all things, speed and ease of use should rule the day, IMO. I think that's the critical factor, and in that regard, I'd prefer a "chopped down" spell/power description with embedded keywords and clear phrasing. That is, I think they should word power descriptions like MtG card text (with some obvious exceptions, like stats for a summoned/polymorphed creature). If you can't fit it on the "card", re-examine the wisdom of the spell/power.
I'd also eliminate all the redundant lines of descriptors and the like. If you're using exceptions-based design, use it to tighten things up, not fill half a page with jargon. So, for example, we should never see lines like the following:
- Components: V, S, M
- Action: Standard
Personally, I'd like to see spells formatted something like this:
Fireball - A glowing bead streaks from your hand toward a chosen spot Range: 100ft/level. It explodes with a roar at that spot or when it hits a solid object, and deals 1d6 + 2d6/level fire damage to creatures and unattended objects in a Diameter: 5ft/level area. A Dex Save Halves the damage. The explosion is without force and cannot destroy things except through its damage. The material component is a tiny ball of bat guano and sulfur.
Featherfall - As a Reaction you shout a word which causes one falling object or person per level within Range: 10ft/level to float gently to the ground. The affected targets fall at a rate of 60ft/round and the effect lasts until they reach the ground. Featherfall is a Verbal spell.
Guidance - You grant a touched creature a +2/level bonus on a single Attack Roll, Saving Throw, or Ability Check. The creature chooses when to use this bonus. If unused, the effect dissipates at the end of the Encounter.
Such descriptions are short enough that a caster player can actually print several of them to a sheet, or even (gasp! ) copy them by hand onto a spell sheet. I know its not the most popular opinion, but I really feel that this game needs to play easy and play well with only dice, paper, pencil, and rulebooks. Electronic or web-aids are nice, but the game mustn't be so bloated as to rely on them.