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Making spell descriptions less dense?
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<blockquote data-quote="Shiroiken" data-source="post: 8801820" data-attributes="member: 6775477"><p>Part of it is 5E not deciding what kind of game it wants to be. Every prior edition had certain expectations on how the game was going to be played, but either explicitly (4E) or by default from lack of options (1E). 5E tried to appeal to as wide a base as possible, which would include both sides on this. The idea option would be to put mechanics in a very short section, as described above, but the description would be more evocative. To use the Knock example:</p><p></p><p><strong>Knock</strong> (level 2 transmutation; magic action, V, one lock within 60 ft)</p><p>You manipulate a single locking mechanism or stuck/barred portal into immediately opening, unleashing a thunderous knocking sound that can be clearly heard up to 300 feet away. If the lock or opening is protected with <em>Arcane Lock</em>, you suppress that magic for 10 minutes instead. </p><p></p><p>It's much more concise than the original spell, but still provides plenty of imagery. For the Shatter example:</p><p></p><p><strong>Shatter</strong> (level 2 evocation; magic action, V/S/M [chip of mica] 10' radius sphere within 60 ft)</p><p><strong>Con Save</strong>: half damage (constructs and inorganic creatures/objects have disadvantage)</p><p>You create a powerful ringing noise that generates a shockwave within the area, dealing 3d8 thunder damage to all creatures and unattended objects.</p><p></p><p>The biggest issue I see is formatting the mechanic line when it wraps to the next. I'd suggest a hanging paragraph, but I'm also not a graphic designer, so...</p><p></p><p></p><p>The OSR the OP uses for inspiration always puts the decision on the GM for just about everything, so this would be within their purview. You might disagree as a player, but people who enjoy this style of play aren't normally tangled up with RAW. For D&D, I'd add a bit more detail (as above), but still leave the DM some wiggle room.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8801820, member: 6775477"] Part of it is 5E not deciding what kind of game it wants to be. Every prior edition had certain expectations on how the game was going to be played, but either explicitly (4E) or by default from lack of options (1E). 5E tried to appeal to as wide a base as possible, which would include both sides on this. The idea option would be to put mechanics in a very short section, as described above, but the description would be more evocative. To use the Knock example: [B]Knock[/B] (level 2 transmutation; magic action, V, one lock within 60 ft) You manipulate a single locking mechanism or stuck/barred portal into immediately opening, unleashing a thunderous knocking sound that can be clearly heard up to 300 feet away. If the lock or opening is protected with [I]Arcane Lock[/I], you suppress that magic for 10 minutes instead. It's much more concise than the original spell, but still provides plenty of imagery. For the Shatter example: [B]Shatter[/B] (level 2 evocation; magic action, V/S/M [chip of mica] 10' radius sphere within 60 ft) [B]Con Save[/B]: half damage (constructs and inorganic creatures/objects have disadvantage) You create a powerful ringing noise that generates a shockwave within the area, dealing 3d8 thunder damage to all creatures and unattended objects. The biggest issue I see is formatting the mechanic line when it wraps to the next. I'd suggest a hanging paragraph, but I'm also not a graphic designer, so... The OSR the OP uses for inspiration always puts the decision on the GM for just about everything, so this would be within their purview. You might disagree as a player, but people who enjoy this style of play aren't normally tangled up with RAW. For D&D, I'd add a bit more detail (as above), but still leave the DM some wiggle room. [/QUOTE]
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