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<blockquote data-quote="Celebrim" data-source="post: 5852758" data-attributes="member: 4937"><p>You've been around a while; if I was impressed, I'd have given you all the credit. I'm not, but it's not your fault. That's a pretty good list for what it is, but it's not really what I am thinking of. What I'm thinking of is hard to do because the mechanical out of combat systems for things like growing crops, running a business, giving birth, generating community events, running a government and so forth barely exist in D&D. So its hard to touch them except indirectly, and if you really want to create the sort of things I'm thinking about to a large extent you'd have to create those systems first.</p><p></p><p>Also the spells you link to our of the scale and time frame typical for spells. They don't have durations in years; they don't effect thousands of targets; they have comparitively large and gross effects that would be easily observed. I'm thinking further out of the box than that.</p><p></p><p></p><p></p><p>Yeah, I've looked at it. It should probably be a orison (0th level). And its a good example of a spell which could be made to have more mechanical impact in my game, because there is a mechanical system that it can interact with more easily that doesn't exist in the RAW. (Namely, being/staying conscious when below 0 hit points.)</p><p></p><p></p><p></p><p>I know that there has been some things that touch on it from time to time, but I did say, "...when designers have taken their hands to it, they've typically done a bad job of it."</p><p></p><p>I've barely touched these design challenges myself, but in 1e in one particularly long running campaign we did eventually find ourselves with the need for more mundane systems. For example, I came up with a system for determining the chances of a successful pregnancy, the adult stats/alignment/personality of any children which you would have, as well as how to generate the stats of a child of any age based on their adult stats. I can easily imagine that there would be divine blessings of various sorts which would subtly alter the outcomes of that system in beneficial ways (or at least ways that the parents would consider to be beneficial). However, without such a system, any low level spells you'd create would tend to have large and gross effects, particularly because D&D has typically suggested that any spell which isn't immediately useful in a dungeon is by default fairly low level.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5852758, member: 4937"] You've been around a while; if I was impressed, I'd have given you all the credit. I'm not, but it's not your fault. That's a pretty good list for what it is, but it's not really what I am thinking of. What I'm thinking of is hard to do because the mechanical out of combat systems for things like growing crops, running a business, giving birth, generating community events, running a government and so forth barely exist in D&D. So its hard to touch them except indirectly, and if you really want to create the sort of things I'm thinking about to a large extent you'd have to create those systems first. Also the spells you link to our of the scale and time frame typical for spells. They don't have durations in years; they don't effect thousands of targets; they have comparitively large and gross effects that would be easily observed. I'm thinking further out of the box than that. Yeah, I've looked at it. It should probably be a orison (0th level). And its a good example of a spell which could be made to have more mechanical impact in my game, because there is a mechanical system that it can interact with more easily that doesn't exist in the RAW. (Namely, being/staying conscious when below 0 hit points.) I know that there has been some things that touch on it from time to time, but I did say, "...when designers have taken their hands to it, they've typically done a bad job of it." I've barely touched these design challenges myself, but in 1e in one particularly long running campaign we did eventually find ourselves with the need for more mundane systems. For example, I came up with a system for determining the chances of a successful pregnancy, the adult stats/alignment/personality of any children which you would have, as well as how to generate the stats of a child of any age based on their adult stats. I can easily imagine that there would be divine blessings of various sorts which would subtly alter the outcomes of that system in beneficial ways (or at least ways that the parents would consider to be beneficial). However, without such a system, any low level spells you'd create would tend to have large and gross effects, particularly because D&D has typically suggested that any spell which isn't immediately useful in a dungeon is by default fairly low level. [/QUOTE]
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