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General Tabletop Discussion
*Dungeons & Dragons
Levels and Spell Levels - what's your preference for 5E?
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<blockquote data-quote="Mercurius" data-source="post: 5853935" data-attributes="member: 59082"><p>You know, reading over this thread - especially with posts like [MENTION=3424]FireLance[/MENTION]'s and [MENTION=63]RangerWickett[/MENTION]'s - it really struck me how central spellcasting is to D&D but, at the same time, how mundane and relatively unimaginative the magic system has always been. One would think that, given the biggest fantasy RPG brand name in the known universe, and the centrality of spellcasting to the D&D experience, the game would have the most kickass magic system out there, and probably not just one but many.</p><p></p><p>Which got me thinking...if 5E is going to be about modularity, why not go all the way with it? Why not have multiple systems of magic? Sure, there would have to be some common thread, but that's what the core game engine is for. I don't see why we can't, for instance, have Vancian spellcasters (say, "Wizards") and Ars Magica-style spellcasters (say, "Mages") in the same game, with many other possible variations (Summoners, Elementalists, Sorcerers, Warlocks, Necromancers, etc).</p><p></p><p>Do all spellcasters need to follow the same basic tried-and-true--but rather mundane (dare I say boring?)--"I cast X-level spell" approach?</p><p></p><p>Imagine a summoner who specializes in summoning and controlling demons. They wouldn't have to cast a 6th level spell to summon a Type whatever demon; what if they make a roll for the summoning and then, depending upon the power of the demon, they have to make checks per round to control it, and then use the demon in combat? Imagine a fire elementalist who draws upon pure elemental fire; the higher the level, the more powerful the effect. Etc. Or imagine a shaman that used psychotropic plants to have out-of-body experiences - that really felt shamanistic, and not just like a cleric that likes to wear smelly furs.</p><p></p><p>The point being, different types of magic could be better brought to life through different magic systems. The problem with the old Vancian system (or the new Powers system) is that they funnel all types into a singular system, which already has a kind of in-built flavor to it. So a demon summoner like I described, in the Vancian or Powers system, doesn't feel like a differently flavored spellcaster--someone who focuses on summoning and controlling demons; rather, a Vancian demon summoner just feels like a Vancian wizard who likes to cast spells that summon demons.</p><p></p><p>I do think WotC should keep it relatively straightforward and traditional in the core game, but I'd love to see a "Book of Magic" somewhere down the line that outlined different magic systems that could be added as modular options.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5853935, member: 59082"] You know, reading over this thread - especially with posts like [MENTION=3424]FireLance[/MENTION]'s and [MENTION=63]RangerWickett[/MENTION]'s - it really struck me how central spellcasting is to D&D but, at the same time, how mundane and relatively unimaginative the magic system has always been. One would think that, given the biggest fantasy RPG brand name in the known universe, and the centrality of spellcasting to the D&D experience, the game would have the most kickass magic system out there, and probably not just one but many. Which got me thinking...if 5E is going to be about modularity, why not go all the way with it? Why not have multiple systems of magic? Sure, there would have to be some common thread, but that's what the core game engine is for. I don't see why we can't, for instance, have Vancian spellcasters (say, "Wizards") and Ars Magica-style spellcasters (say, "Mages") in the same game, with many other possible variations (Summoners, Elementalists, Sorcerers, Warlocks, Necromancers, etc). Do all spellcasters need to follow the same basic tried-and-true--but rather mundane (dare I say boring?)--"I cast X-level spell" approach? Imagine a summoner who specializes in summoning and controlling demons. They wouldn't have to cast a 6th level spell to summon a Type whatever demon; what if they make a roll for the summoning and then, depending upon the power of the demon, they have to make checks per round to control it, and then use the demon in combat? Imagine a fire elementalist who draws upon pure elemental fire; the higher the level, the more powerful the effect. Etc. Or imagine a shaman that used psychotropic plants to have out-of-body experiences - that really felt shamanistic, and not just like a cleric that likes to wear smelly furs. The point being, different types of magic could be better brought to life through different magic systems. The problem with the old Vancian system (or the new Powers system) is that they funnel all types into a singular system, which already has a kind of in-built flavor to it. So a demon summoner like I described, in the Vancian or Powers system, doesn't feel like a differently flavored spellcaster--someone who focuses on summoning and controlling demons; rather, a Vancian demon summoner just feels like a Vancian wizard who likes to cast spells that summon demons. I do think WotC should keep it relatively straightforward and traditional in the core game, but I'd love to see a "Book of Magic" somewhere down the line that outlined different magic systems that could be added as modular options. [/QUOTE]
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