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Ideas and musings on my ideal magic rules system
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5854631" data-attributes="member: 35909"><p>- Anyone who's experienced with 3E spellcasting recognizes the ability of spells to completely obsolete mundanes as one of the single greatest problems that needs to be addressed. Whether 4E did it or not (I thought they left them in, but turned them into rituals that take time and money to use, but anyone could get?), it's frequently a subject for fixing 3E.</p><p></p><p>- Conflating my idea for utility spells completely with 4E is a bit unfair. You have specific slots per day for them, but you cast them spontaneously rather than a fixed 1/day for each of them, and they occupy the same reserve of known spells for the day as your combat spells, with the flexibility to adjust how many of each you want on a given day as you see fit.</p><p></p><p>- 3E did have optional magic recharge rules in UA and refresh mechanics for encounter powers in Tome of Battle. The combat spells may be potentially unlimited use, but the charge up requirement makes them closer to ToB style encounter powers than true at-wills.</p><p></p><p>And yes, mana pool would require a complete overhaul of how magic works and is explained. A caster would have limited ability to create magical effects, but that ability would be amplified in tense situations, feeding off the energy of himself and his allies' vigor. It's different for sure, don't know why it's any sillier than reading a bunch of long words from a book to make the magic happen...</p><p></p><p>Kinda checked out of 4E before I even looked at their forgotten realms, and...I never at all liked it aside from being an interesting backdrop for Minsc and Boo in the first place. So don't know enough about that to even comment. But why would the change to how magic works be tied to a setting? That sounds like a bad idea. Should be how magic works in any game. And with this system, casters STILL have those out of combat slots, just fewer. In combat, they're still slinging spells, just less frequently per round in exchange for not "running out" for an entire combat, instead they "run out" for brief periods in any combat. Seems similar enough to me to how things work to look superficially alright and not wreck too much of the fluff and stories.</p><p>Is this "cataclysm" in FR how 4E explained the changes from 1E-3E to their magic system?</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5854631, member: 35909"] - Anyone who's experienced with 3E spellcasting recognizes the ability of spells to completely obsolete mundanes as one of the single greatest problems that needs to be addressed. Whether 4E did it or not (I thought they left them in, but turned them into rituals that take time and money to use, but anyone could get?), it's frequently a subject for fixing 3E. - Conflating my idea for utility spells completely with 4E is a bit unfair. You have specific slots per day for them, but you cast them spontaneously rather than a fixed 1/day for each of them, and they occupy the same reserve of known spells for the day as your combat spells, with the flexibility to adjust how many of each you want on a given day as you see fit. - 3E did have optional magic recharge rules in UA and refresh mechanics for encounter powers in Tome of Battle. The combat spells may be potentially unlimited use, but the charge up requirement makes them closer to ToB style encounter powers than true at-wills. And yes, mana pool would require a complete overhaul of how magic works and is explained. A caster would have limited ability to create magical effects, but that ability would be amplified in tense situations, feeding off the energy of himself and his allies' vigor. It's different for sure, don't know why it's any sillier than reading a bunch of long words from a book to make the magic happen... Kinda checked out of 4E before I even looked at their forgotten realms, and...I never at all liked it aside from being an interesting backdrop for Minsc and Boo in the first place. So don't know enough about that to even comment. But why would the change to how magic works be tied to a setting? That sounds like a bad idea. Should be how magic works in any game. And with this system, casters STILL have those out of combat slots, just fewer. In combat, they're still slinging spells, just less frequently per round in exchange for not "running out" for an entire combat, instead they "run out" for brief periods in any combat. Seems similar enough to me to how things work to look superficially alright and not wreck too much of the fluff and stories. Is this "cataclysm" in FR how 4E explained the changes from 1E-3E to their magic system? [/QUOTE]
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