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One D&D Expert Classes Playtest Document Is Live
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<blockquote data-quote="MNblockhead" data-source="post: 8793377" data-attributes="member: 6796661"><p>Yeah, I can see that. Unless you are creating a heavily home-brewed world with sufficient NPCs and monsters with psionics, I could definitely see the issue. In my current campaign, only certain monsters have psionic abilities and I've ruled that these are not magic and are not affected by anti-magic abilities and spells. It just mixes things up a bit. </p><p></p><p>I've given some thought to divine vs arcane magic. I would like them to feel different. I would like the clerics and arcane casters to feel more different than just having access to different spells. At the same time I don't want to make things overly complex. I've been toying with the idea of counter spell only working against arcane casted spells and giving clerics & druids something similar that counters divine spells cast by followers of another faith/god. I also have toyed with ranger "spells" not being treated as "spells". I think this would work well without breaking the game, but in the divine vs arcane example, it does involve basically tweaking the rules/wording of individual spells. I would rather have an elegant rule that covers this. </p><p></p><p>I am fairly certain that One D&D would not go done this route for the base rules, but it would be nice if they would come up with some more creative and interesting variant rules for the new DMG to give different flavors to magic in different campaigns.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8793377, member: 6796661"] Yeah, I can see that. Unless you are creating a heavily home-brewed world with sufficient NPCs and monsters with psionics, I could definitely see the issue. In my current campaign, only certain monsters have psionic abilities and I've ruled that these are not magic and are not affected by anti-magic abilities and spells. It just mixes things up a bit. I've given some thought to divine vs arcane magic. I would like them to feel different. I would like the clerics and arcane casters to feel more different than just having access to different spells. At the same time I don't want to make things overly complex. I've been toying with the idea of counter spell only working against arcane casted spells and giving clerics & druids something similar that counters divine spells cast by followers of another faith/god. I also have toyed with ranger "spells" not being treated as "spells". I think this would work well without breaking the game, but in the divine vs arcane example, it does involve basically tweaking the rules/wording of individual spells. I would rather have an elegant rule that covers this. I am fairly certain that One D&D would not go done this route for the base rules, but it would be nice if they would come up with some more creative and interesting variant rules for the new DMG to give different flavors to magic in different campaigns. [/QUOTE]
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