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Some eye opening discussion around here these last few days, but one of my main lessons? As I work on my own system?
The "D&D Tradition" of Spell Casting/Magic? Especially what its become but even at its root? Its not interesting. It doesnt feel like Magic SHOULD (and how does that even...) feel.
Its dull, painfully so in main line D&D.
Time to work on that.
One of the things I noticed and was struck by the first time I examined it closely is how few XdX spells casters had in 1974 OD&D.
Clerics had only two healing spells (and that continued through 2E, until later expansions)- Cure Light at 1st and Cure Serious at 4th. That forced you to do other stuff with your 2nd, 3rd, and eventually 5th level spell slots.
M-Us had really only TWO spells which did dice of direct damage on their entire list - Fireball and Lightning Bolt. (I suppose you could count Wall of Fire but thematically it's quite different). There were obviously other powerful offensive spells, like sleep, charm person, hold person, polymorph, and eventually death spell, but fundamentally magic users were not about blasting enemies for HP of damage in direct competition with and thereby outshining Fighters- their offense did categorically different things, except for FB and LB which were mostly for crowd control, sometimes for blasting a particularly large target assuming friendlies weren't in the way.
The
Original Edition Delta house rules allow some spells from Greyhawk (including Magic Missile), but impose the Vancian restriction of no duplicate memorization. This keeps casters from stacking and deploying the same trick over and over (unless they have wands or scrolls, which at least are finite resources). Definitely helps magic feel a bit more special.
Over time the editions of D&D kept adding more and more spells, and more and more spell levels got options for direct damage spells, and for Clerics, for healing spells to take up and be used in more slots. And I think overall that was a serious of compounding mistakes. It works ok and obviously tons of folks enjoyed and enjoy 3.5 and 5E where it became possible for every slot to always be filled with damage or healing, but I think games are better off with magic doing weirder, more varied stuff.