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
Level Up: Advanced 5th Edition (A5E)
Making Magic More Magical
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="TYP" data-source="post: 8796211" data-attributes="member: 7036760"><p>Thank you so much for your reply! Those are some great points, and my brain is already percolating for draft two. Here are my initial thoughts:</p><p></p><p></p><p>That's a good point. I guess I went with the secondary spell schools because they were there; I guess it shows that I'm not a MtG player. What's going through my head now is all the extra work I'd have to do as a GM if I wanted to make a particular spell especially difficult to use. I think, unconsciously, I had always planned to make just about anything accessible as long as the players made the necessary history rolls, because if you dig deep enough into history you can find just about anything. Hmm hmm hmm.</p><p></p><p></p><p>This is a good point, and one I'm going to sit on. My initial thought is I want to play test it and see what happens, because now I'm imagining players getting frustrated because they spend too much time in a session getting ready rather than doing the actual adventure. </p><p></p><p>I also left out of this document, because I'm not really sure about how it might work, an idea that you can supercharge your spells if you can harness additional energies. So if you got double the power required, you could increase the DC of a spell, or add a die to its effect, or something. I have a scrap of that, but got stuck on the table of possible effects. If I (or someone else!) figures out how to make it work, the idea would be that it would reward exceptional preparation by letting characters blast off more powerful spell effects by burning through special components, perhaps ones given as rewards for other quests. Like a holy relic a cleric can use, but only once, to maximize the healing from a spell, or a tiny bit of fulgurite a wizard can use to cast fireball a few levels higher. Etc. </p><p></p><p></p><p></p><p>To me, this is a feature not a bug! Because it encourages players to come prepared by other means. Going into somewhere that you definitely want to be able to cast Freedom of Movement? Better bring along some components, like the hair of the fastest horse in the village (<em>movement</em>) or water from a fast running stream (<em>water</em>) to make sure! And Inflict Wounds should always been on the table, since you'll be attacking someone, but if you want to make sure you can supercharge it with additional levels, you might grab some dirt from a plague victim's grave. I can see how this might be annoying to some people, but to me (and maybe this says a lot about me!) it seems really fun and exciting to think about how characters will be creative in finding what they need in the world. And it makes them interact more with their environment, which fleshes out the setting. </p><p></p><p></p><p>I think this is why I referenced dark places in the world, or places of power where certain kinds of energy is rife. The first necromancer, or a beginning necromancer, would go about creating a desecrated space by blaspheming or doing other horrible things in order to have the particular energy they might want. Or would be drawn to a place where someone did something horrible and left a stain on the world. I guess it depends on how closely one cleaves to the definitions of the secondary spell schools; as a GM, I would be inclined to be expansive as a way to incentivize creative thinking and story telling, but then that does mean people might feel like they're constantly making it up as they go along. </p><p></p><p>So a lot to think about. My brain is excited for the work. Cheers!</p></blockquote><p></p>
[QUOTE="TYP, post: 8796211, member: 7036760"] Thank you so much for your reply! Those are some great points, and my brain is already percolating for draft two. Here are my initial thoughts: That's a good point. I guess I went with the secondary spell schools because they were there; I guess it shows that I'm not a MtG player. What's going through my head now is all the extra work I'd have to do as a GM if I wanted to make a particular spell especially difficult to use. I think, unconsciously, I had always planned to make just about anything accessible as long as the players made the necessary history rolls, because if you dig deep enough into history you can find just about anything. Hmm hmm hmm. This is a good point, and one I'm going to sit on. My initial thought is I want to play test it and see what happens, because now I'm imagining players getting frustrated because they spend too much time in a session getting ready rather than doing the actual adventure. I also left out of this document, because I'm not really sure about how it might work, an idea that you can supercharge your spells if you can harness additional energies. So if you got double the power required, you could increase the DC of a spell, or add a die to its effect, or something. I have a scrap of that, but got stuck on the table of possible effects. If I (or someone else!) figures out how to make it work, the idea would be that it would reward exceptional preparation by letting characters blast off more powerful spell effects by burning through special components, perhaps ones given as rewards for other quests. Like a holy relic a cleric can use, but only once, to maximize the healing from a spell, or a tiny bit of fulgurite a wizard can use to cast fireball a few levels higher. Etc. To me, this is a feature not a bug! Because it encourages players to come prepared by other means. Going into somewhere that you definitely want to be able to cast Freedom of Movement? Better bring along some components, like the hair of the fastest horse in the village ([I]movement[/I]) or water from a fast running stream ([I]water[/I]) to make sure! And Inflict Wounds should always been on the table, since you'll be attacking someone, but if you want to make sure you can supercharge it with additional levels, you might grab some dirt from a plague victim's grave. I can see how this might be annoying to some people, but to me (and maybe this says a lot about me!) it seems really fun and exciting to think about how characters will be creative in finding what they need in the world. And it makes them interact more with their environment, which fleshes out the setting. I think this is why I referenced dark places in the world, or places of power where certain kinds of energy is rife. The first necromancer, or a beginning necromancer, would go about creating a desecrated space by blaspheming or doing other horrible things in order to have the particular energy they might want. Or would be drawn to a place where someone did something horrible and left a stain on the world. I guess it depends on how closely one cleaves to the definitions of the secondary spell schools; as a GM, I would be inclined to be expansive as a way to incentivize creative thinking and story telling, but then that does mean people might feel like they're constantly making it up as they go along. So a lot to think about. My brain is excited for the work. Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Making Magic More Magical
Top