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Sending Magic Back to School (Long)
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<blockquote data-quote="Blood &amp; Bones" data-source="post: 5941274" data-attributes="member: 6690047"><p>Okay - there is a lot here, but I'm going to try to comment on each part...</p><p></p><p>Question 0: Can magic do everything? The flip side of this question is, "Should magic have limitations?" It's hard for me to fall on one side or another on this issue. While magic, by it's very nature, implies broken limitations, from a game design point of view this can be very challenging. The current designs - OD&D through 3rd edition - try to have it both ways by limiting the amount of magic used and when it is used, but leaving how it is used wide open. This has made Wizards very potent at later levels, even if they are fragile in early levels. AEDU powers took a step in the right direction in trying to even things out, but it was a step away from one of the major traditions of D&D. Maybe WotC needs to draw a line to say what spells can and cannot do... but I don't know where that line would be drawn.</p><p></p><p>Arcane vs Divine: How to make them more distinct. I think there was a Legends & Lore article about this, but I'm too lazy to go looking for it. IIRC, the main theme of the article was that Arcane magic was flashy, where as Divine magic was subtle. I think *that* is an excellent starting point.</p><p></p><p>Spells/Rituals: I really think the answer is going to be "All of the Above." I really like your idea about personal costs rather than economic costs, but I'm afraid that would make the base system more complicated than what I'd like to see...</p><p></p><p>Damage Types: On one hand, I think you are right; damage types need to be paired down. On the other hand, I think a large range of damaged types are still needed... Fire, Acid, Cold, and Lightning are all good. Piercing, Bludgeoning and Slashing can also help flesh out the game. In addition to these seven, maybe a few regarding weapon material type would be good. Holy, Defiled, Psychic and those more nebulous types of damage need to go.</p><p></p><p>Schools of Magic: I could get behind this...</p><p></p><p>Final Suggestion: Two comments regarding this... I think this might be too limiting and I suspect that we will have only 7 spell levels in 5th edition, if the playtest is any indication. Overall, I like the thinking behind it, but I don't care much for the execution.</p></blockquote><p></p>
[QUOTE="Blood & Bones, post: 5941274, member: 6690047"] Okay - there is a lot here, but I'm going to try to comment on each part... Question 0: Can magic do everything? The flip side of this question is, "Should magic have limitations?" It's hard for me to fall on one side or another on this issue. While magic, by it's very nature, implies broken limitations, from a game design point of view this can be very challenging. The current designs - OD&D through 3rd edition - try to have it both ways by limiting the amount of magic used and when it is used, but leaving how it is used wide open. This has made Wizards very potent at later levels, even if they are fragile in early levels. AEDU powers took a step in the right direction in trying to even things out, but it was a step away from one of the major traditions of D&D. Maybe WotC needs to draw a line to say what spells can and cannot do... but I don't know where that line would be drawn. Arcane vs Divine: How to make them more distinct. I think there was a Legends & Lore article about this, but I'm too lazy to go looking for it. IIRC, the main theme of the article was that Arcane magic was flashy, where as Divine magic was subtle. I think *that* is an excellent starting point. Spells/Rituals: I really think the answer is going to be "All of the Above." I really like your idea about personal costs rather than economic costs, but I'm afraid that would make the base system more complicated than what I'd like to see... Damage Types: On one hand, I think you are right; damage types need to be paired down. On the other hand, I think a large range of damaged types are still needed... Fire, Acid, Cold, and Lightning are all good. Piercing, Bludgeoning and Slashing can also help flesh out the game. In addition to these seven, maybe a few regarding weapon material type would be good. Holy, Defiled, Psychic and those more nebulous types of damage need to go. Schools of Magic: I could get behind this... Final Suggestion: Two comments regarding this... I think this might be too limiting and I suspect that we will have only 7 spell levels in 5th edition, if the playtest is any indication. Overall, I like the thinking behind it, but I don't care much for the execution. [/QUOTE]
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