Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making Magic Magical Again?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 5780068" data-attributes="member: 54710"><p>At least for magic items, I think the prevalence of minor daily powers in 4e really cuts down the magic feel. Once you have a few, it makes sense to try using one or more in practically every encounter. For the typical paragon party, a magic item power probably gets used every round, and rarely does it have a major effect. </p><p></p><p>Similarly, arcane (and divine) daily powers aren't really any different from any other type of daily power. They are super reliable, and don't produce a huge bang.</p><p></p><p>I would dramatically reduce the expected number of magic items to, say, 3-4 magic items per tier. I'd expect each character to gain one offensive magic item per tier, plus a second complicated defensive/misc item and 1-2 minor items. Those major items would have significant powers - something that strongly affects how the character fights or a 1/week (read: 1/adventure) power that can totally change a single encounter or situation. </p><p></p><p>If characters have a very small number of magic items they won't want to get rid of them. I don't mind having rules for selling magic items. I don't like the idea that most characters will want to do it. Also, if magic items are rare, it will make sense if NPCs don't have any.</p><p></p><p>I would also make high end arcane spells more significant. I don't mind if arcane characters have at-will or encounter magics that are reliable and no better than non-magical powers. However, I think daily (or rarely case) magic should be less predictable and more dangerous to use. Those abilities should be disrupt-able (vulnerable to opportunity and interrupt attacks) and maybe they should have a cost in (generic) material components, healing surges or action points. I would add in a "disrupted" effect where nailing a wizard casting a powerful spell could result in the wizard being hit by his own uncontrolled magic. (Of course, monster spellcasters should have the same vulnerability.)</p><p></p><p>Divine magic might be less vulnerable to disruption, but I think powerful divine spellcasters should have a top-end ability where either the effect is unpredictable (because it's decided by the deity/DM) or the availability of the power is unpredictable because whether it goes off depends on how well the cleric has been fulfilling his holy obligations and how often he's been calling on the deity's intercession.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5780068, member: 54710"] At least for magic items, I think the prevalence of minor daily powers in 4e really cuts down the magic feel. Once you have a few, it makes sense to try using one or more in practically every encounter. For the typical paragon party, a magic item power probably gets used every round, and rarely does it have a major effect. Similarly, arcane (and divine) daily powers aren't really any different from any other type of daily power. They are super reliable, and don't produce a huge bang. I would dramatically reduce the expected number of magic items to, say, 3-4 magic items per tier. I'd expect each character to gain one offensive magic item per tier, plus a second complicated defensive/misc item and 1-2 minor items. Those major items would have significant powers - something that strongly affects how the character fights or a 1/week (read: 1/adventure) power that can totally change a single encounter or situation. If characters have a very small number of magic items they won't want to get rid of them. I don't mind having rules for selling magic items. I don't like the idea that most characters will want to do it. Also, if magic items are rare, it will make sense if NPCs don't have any. I would also make high end arcane spells more significant. I don't mind if arcane characters have at-will or encounter magics that are reliable and no better than non-magical powers. However, I think daily (or rarely case) magic should be less predictable and more dangerous to use. Those abilities should be disrupt-able (vulnerable to opportunity and interrupt attacks) and maybe they should have a cost in (generic) material components, healing surges or action points. I would add in a "disrupted" effect where nailing a wizard casting a powerful spell could result in the wizard being hit by his own uncontrolled magic. (Of course, monster spellcasters should have the same vulnerability.) Divine magic might be less vulnerable to disruption, but I think powerful divine spellcasters should have a top-end ability where either the effect is unpredictable (because it's decided by the deity/DM) or the availability of the power is unpredictable because whether it goes off depends on how well the cleric has been fulfilling his holy obligations and how often he's been calling on the deity's intercession. -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making Magic Magical Again?
Top