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General Tabletop Discussion
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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="taliesin15" data-source="post: 3042515" data-attributes="member: 22058"><p>One critique I would forward is what to do with Clerics who essentially usually serve as the party hit point healer. Not sure what (or how) it would be tweaked there. </p><p></p><p>I've played some other systems that allow for magical energy to flow back throughout the day--obviously resting made it return faster, but to some extent wizards could gain some magical energy back gradually and not run out of spells so fast. These systems usually didn't limit how many of what level spells you used, it was all a kind of point system.</p><p></p><p>Several have mentioned the Vancian paradigm, and if anything, I think that should be emphasized more. Some of those spells are just bizarre. I think more weird spells should be promoted. I love to go to Chris Pounds' site <a href="http://www.ruf.rice.edu/~pound/dyingearth.html" target="_blank">http://www.ruf.rice.edu/~pound/dyingearth.html</a> to consider all those bizarre random spells and how to implement them in the game. 'Course I tend to make my campaigns more magic-oriented than most.</p></blockquote><p></p>
[QUOTE="taliesin15, post: 3042515, member: 22058"] One critique I would forward is what to do with Clerics who essentially usually serve as the party hit point healer. Not sure what (or how) it would be tweaked there. I've played some other systems that allow for magical energy to flow back throughout the day--obviously resting made it return faster, but to some extent wizards could gain some magical energy back gradually and not run out of spells so fast. These systems usually didn't limit how many of what level spells you used, it was all a kind of point system. Several have mentioned the Vancian paradigm, and if anything, I think that should be emphasized more. Some of those spells are just bizarre. I think more weird spells should be promoted. I love to go to Chris Pounds' site [url]http://www.ruf.rice.edu/~pound/dyingearth.html[/url] to consider all those bizarre random spells and how to implement them in the game. 'Course I tend to make my campaigns more magic-oriented than most. [/QUOTE]
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