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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Revised and Rebalanced Magic-User for 1e AD&D
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<blockquote data-quote="fuindordm" data-source="post: 9886660" data-attributes="member: 5435"><p>Regarding scrolls:</p><p></p><p>To be more explicit, I do not use the DMG's incomplete recommendations for scroll creatiom. All a MU has to do is pony up the 100 gp (materials cost) and 1 day of downtime.</p><p></p><p>In my campaign, when you successfully learn a spell you also learn how to record it in your spellbook or store the magic on a scroll. It's all part of the same literary tradition.</p><p></p><p>Tangent:</p><p></p><p>How would preliterate MUs preserve their knowledge, if spells are forgotten when cast? The answer is that memorizing and casting are developed later. The first MUs may have created single use tokens, potions, or fetishes, physical manifestations of a spell that they could make copies of without destroying the original. Scrolls are just the modern form of such tokens, but crafting a single-use item is a fundamental feature of any spell. </p><p></p><p>With the advent of writing, eventually MUs learned to encode the incantations, contracts, symbols of a spell in a form that would not be consumed by casting the spell, and this also enabled more rapid progress on simplifying Or even eliminating the material focus. But scroll-making is so useful, it is still taught alomgside the spell.</p><p></p><p>Another tangent :</p><p></p><p>The rules in the DMG for researching new spells making potions are much more complete and reasonable uses of a MU's excess treasure. When you get to the scrolls it reads like Gary ran out of steam halfway through.</p><p></p><p>The DMG puts obstacles in front of magic item creation because Gary wanted his PCs out adventuring and enjoying the thrill, not staying at home making bespoke items to buff themselves and the party. Like many of the rulings in the DMG, magic item creation is one part creative writing, one part system expansion, and one part antagonistic gatekeeping to preserve what he saw as the best type of gaming.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9886660, member: 5435"] Regarding scrolls: To be more explicit, I do not use the DMG's incomplete recommendations for scroll creatiom. All a MU has to do is pony up the 100 gp (materials cost) and 1 day of downtime. In my campaign, when you successfully learn a spell you also learn how to record it in your spellbook or store the magic on a scroll. It's all part of the same literary tradition. Tangent: How would preliterate MUs preserve their knowledge, if spells are forgotten when cast? The answer is that memorizing and casting are developed later. The first MUs may have created single use tokens, potions, or fetishes, physical manifestations of a spell that they could make copies of without destroying the original. Scrolls are just the modern form of such tokens, but crafting a single-use item is a fundamental feature of any spell. With the advent of writing, eventually MUs learned to encode the incantations, contracts, symbols of a spell in a form that would not be consumed by casting the spell, and this also enabled more rapid progress on simplifying Or even eliminating the material focus. But scroll-making is so useful, it is still taught alomgside the spell. Another tangent : The rules in the DMG for researching new spells making potions are much more complete and reasonable uses of a MU's excess treasure. When you get to the scrolls it reads like Gary ran out of steam halfway through. The DMG puts obstacles in front of magic item creation because Gary wanted his PCs out adventuring and enjoying the thrill, not staying at home making bespoke items to buff themselves and the party. Like many of the rulings in the DMG, magic item creation is one part creative writing, one part system expansion, and one part antagonistic gatekeeping to preserve what he saw as the best type of gaming. [/QUOTE]
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Revised and Rebalanced Magic-User for 1e AD&D
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