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General Tabletop Discussion
*Pathfinder & Starfinder
Idea for Removing Wordy Spell Descriptions and Monster Stats
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<blockquote data-quote="howandwhy99" data-source="post: 5929025" data-attributes="member: 3192"><p>There's been some talk about how spells are no longer quantified and listed statistically for easy reference and quick reading. The flip side of this argument, as I see it, is spells are drained of flavor and uniqueness for the character, and freshness and surprise for the players. </p><p></p><p>Here's my suggestion on one way to design for both. One where quick, pick-up-and-play rules may be provided,. but which can also be rewritten and customized by more enterprising DMs. </p><p>(The following simply outlines the method. It does not provide examples)</p><p></p><p><u>A Magic-Spell Matrix </u></p><p>Starts at the bottom and works upwards to a common schema. Here's what electricity does, here's what fire does, sound, light, etc. </p><p>Then specific spells are listed for setting & cultural grouping, which the PCs can find as treasure.</p><p>Unique spells by PC & Monster are listed detailing basic spell stats & unique portions to that caster. The majority of the spell matrix is left off to its own sheet or sheets. (magical histories, interactions, cultural spell laws, spell schools, etc.</p><p></p><p><u>The Monster Matrix</u></p><p>Starts at the bottom and works upwards to a common schema. Here's what a Reptillian is, here's what Giantkin is, Plants, Insects, etc.</p><p>Then specific monsters are listed for setting & subrace groupings, which the PCs can face as challenges.</p><p>Each individual Race & Monster are listed in an adventure detailing basic monster stats & unique portions to that particular creature. The majority of the Monster Matrix is left off to its own sheet or sheets. (Cultural roots, interelationships, biology, ecology, etc.)</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5929025, member: 3192"] There's been some talk about how spells are no longer quantified and listed statistically for easy reference and quick reading. The flip side of this argument, as I see it, is spells are drained of flavor and uniqueness for the character, and freshness and surprise for the players. Here's my suggestion on one way to design for both. One where quick, pick-up-and-play rules may be provided,. but which can also be rewritten and customized by more enterprising DMs. (The following simply outlines the method. It does not provide examples) [U]A Magic-Spell Matrix [/U] Starts at the bottom and works upwards to a common schema. Here's what electricity does, here's what fire does, sound, light, etc. Then specific spells are listed for setting & cultural grouping, which the PCs can find as treasure. Unique spells by PC & Monster are listed detailing basic spell stats & unique portions to that caster. The majority of the spell matrix is left off to its own sheet or sheets. (magical histories, interactions, cultural spell laws, spell schools, etc. [U]The Monster Matrix[/U] Starts at the bottom and works upwards to a common schema. Here's what a Reptillian is, here's what Giantkin is, Plants, Insects, etc. Then specific monsters are listed for setting & subrace groupings, which the PCs can face as challenges. Each individual Race & Monster are listed in an adventure detailing basic monster stats & unique portions to that particular creature. The majority of the Monster Matrix is left off to its own sheet or sheets. (Cultural roots, interelationships, biology, ecology, etc.) [/QUOTE]
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Idea for Removing Wordy Spell Descriptions and Monster Stats
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