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<blockquote data-quote="Ratskinner" data-source="post: 5883716" data-attributes="member: 6688937"><p><span style="font-size: 10px">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. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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. </span><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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:</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 10px"><span style="color: White"><strong>Components:</strong> V, S, M </span></span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><span style="color: White"><strong>Action:</strong> Standard<br /> </span></span></li> </ul><p><span style="font-size: 10px"><span style="color: White">Because, that's what 90% of all the spells are. I only need to be told when its different. Yes, I know its easier to have the Database vomit them up this way, but really, its a lot of wasted space. If you use keywords for range, but then repeat their definitions each and every time "</span></span><span style="font-size: 10px"><strong>Range:</strong> Medium (100 ft. + 10 ft. level)," you have succeeded in saving exactly zero trees from the paper mill. </span>Since we know some spells will scale depending on the level of the <em>slot</em> they are in, use that as the default meaning for level. </p><p></p><p>Personally, I'd like to see spells formatted something like this:</p><p></p><p><u><strong><em>Fireball</em></strong> </u>- A glowing bead streaks from your hand toward a chosen spot <em><strong>Range:</strong> </em><strong>100ft/level</strong>. It explodes with a roar at that spot or when it hits a solid object, and deals <strong>1d6 + 2d6/level fire damage</strong> to creatures and unattended objects in a <em><strong>Diameter</strong></em><strong>: 5ft/level </strong>area. A <strong>Dex Save Halves </strong>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.</p><p></p><p><em><u><strong>Featherfall</strong></u></em> - As a <em><strong>Reaction</strong></em> you shout a word which causes <strong>one falling object or person per level</strong> within <em><strong>Range:</strong></em><strong> 10ft/level</strong> 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. <em>Featherfall</em> is a <strong>Verbal</strong> spell. </p><p></p><p><em><u><strong>Guidance</strong></u></em> - You grant a <strong>touch</strong>ed creature a <strong>+2/level </strong>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 <strong>Encounter.</strong></p><p></p><p>Such descriptions are short enough that a caster player can actually print several of them to a sheet, or even (gasp! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" />) 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.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5883716, member: 6688937"] [SIZE=2]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. [/SIZE][SIZE=2] 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:[/SIZE][SIZE=2][COLOR=White][/COLOR][/SIZE] [LIST] [*][SIZE=2][COLOR=White][B]Components:[/B] V, S, M [/COLOR][/SIZE] [*][SIZE=2][COLOR=White][B]Action:[/B] Standard [/COLOR][/SIZE] [/LIST] [SIZE=2][COLOR=White]Because, that's what 90% of all the spells are. I only need to be told when its different. Yes, I know its easier to have the Database vomit them up this way, but really, its a lot of wasted space. If you use keywords for range, but then repeat their definitions each and every time "[/COLOR][/SIZE][SIZE=2][B]Range:[/B] Medium (100 ft. + 10 ft. level)," you have succeeded in saving exactly zero trees from the paper mill. [/SIZE]Since we know some spells will scale depending on the level of the [I]slot[/I] they are in, use that as the default meaning for level. Personally, I'd like to see spells formatted something like this: [U][B][I]Fireball[/I][/B] [/U]- A glowing bead streaks from your hand toward a chosen spot [I][B]Range:[/B] [/I][B]100ft/level[/B]. It explodes with a roar at that spot or when it hits a solid object, and deals [B]1d6 + 2d6/level fire damage[/B] to creatures and unattended objects in a [I][B]Diameter[/B][/I][B]: 5ft/level [/B]area. A [B]Dex Save Halves [/B]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. [I][U][B]Featherfall[/B][/U][/I] - As a [I][B]Reaction[/B][/I] you shout a word which causes [B]one falling object or person per level[/B] within [I][B]Range:[/B][/I][B] 10ft/level[/B] 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. [I]Featherfall[/I] is a [B]Verbal[/B] spell. [I][U][B]Guidance[/B][/U][/I] - You grant a [B]touch[/B]ed creature a [B]+2/level [/B]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 [B]Encounter.[/B] Such descriptions are short enough that a caster player can actually print several of them to a sheet, or even (gasp! :lol:) 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. [/QUOTE]
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