Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should bring back diverse spellcaster level design.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 8581088" data-attributes="member: 92511"><p>I don't know if a breakdown of 16 magic topics is necessarily the way to go. ..30ish spells per grouping, divided across (let's say) 9 spell levels.</p><p></p><p>It is certainly doable, of course. You need to use more than 3 or 4 spells per level, though...simply to provide the "greatest hits" of different spells D&D folks expect. In my homebrew, I have 10-15 basically, for lower levels, with the standardized lists of "known spells" diminishing in number into the 5th, 6th, and 7+ levels. So, I get it, and its possible.</p><p></p><p>But I don't think it would really work for a D&D flavor of magic.</p><p></p><p>First, there is a certain amount of overlapping stuff that is, not only expected, but makes sense. Clerics would (and should) have a good deal of Abjuration magics...so do Abjuring mages, "White" witches, druids protecting their sacred sites... Conjurers sure need to know how to defend themselves from specific kinds of creatures. Trying to work a system without overlap, again possible, but I don't think preferred by the majority of players.</p><p></p><p>That said, I am fully on board that a reimagining of the "specialist school" structure we've had since 2e is definitely possible, warranted, and -I would think- could improve the flavor and archetypes of casters significantly more than what we are used to. I completely think different classes should have access to different spell lists...but that doesn't mean every spell has to be different. </p><p></p><p>In the second, it just seems like a bit more complicated than our "simplified/back to basics" D&D sensibilities have been for this past edition. </p><p></p><p>The third issue, I see, is basically related to #2 in that you begin to venture down the rabbit hole of "divine spheres" -which started in 2e with, what, like a dozen? And then 3.x comes along and we get umpteen more. Why have a dedicated spell list of "Nature spells," that includes your elemental and weather and animal and plant spells... when you can have a spell list of "Plant" and "Animal" and "Elemental?" NO WAIT, no "Elemental" (that includes weather), but "Fire" and "Air" and "Water" and "Earth" and, then, a separate "Weather," and ya know, some people count "Spirit/Soul/Aether" as a fifth element, do them too! Some use "Stone" and "Metal" and "Wood" as individual "Earth" spheres/flavors....and...and...and... You see how this goes? </p><p></p><p>I think it would be more palatable for a new iteration to have a more defined and distinct breakdown of Magical "sources" and types/ways of making magic, beyond Divine/Arcane with VSM components. </p><p></p><p>I've seen the breakdowns used by some homebrewers as : Arcane, Divine, Nature ("Primal"), Psychic, and Occult. I think that really covers/provides umbrellas for pretty much any flavor of magic-user we would traditionally need.</p><p></p><p>Then, you need to decide on the right distinctions of flavor and [flavorful] mechanics for the kinds of casters. </p><p></p><p>Then, the rest of the ballgame are the actual lists of spells [and/or supernatural powers] for specific casters.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8581088, member: 92511"] I don't know if a breakdown of 16 magic topics is necessarily the way to go. ..30ish spells per grouping, divided across (let's say) 9 spell levels. It is certainly doable, of course. You need to use more than 3 or 4 spells per level, though...simply to provide the "greatest hits" of different spells D&D folks expect. In my homebrew, I have 10-15 basically, for lower levels, with the standardized lists of "known spells" diminishing in number into the 5th, 6th, and 7+ levels. So, I get it, and its possible. But I don't think it would really work for a D&D flavor of magic. First, there is a certain amount of overlapping stuff that is, not only expected, but makes sense. Clerics would (and should) have a good deal of Abjuration magics...so do Abjuring mages, "White" witches, druids protecting their sacred sites... Conjurers sure need to know how to defend themselves from specific kinds of creatures. Trying to work a system without overlap, again possible, but I don't think preferred by the majority of players. That said, I am fully on board that a reimagining of the "specialist school" structure we've had since 2e is definitely possible, warranted, and -I would think- could improve the flavor and archetypes of casters significantly more than what we are used to. I completely think different classes should have access to different spell lists...but that doesn't mean every spell has to be different. In the second, it just seems like a bit more complicated than our "simplified/back to basics" D&D sensibilities have been for this past edition. The third issue, I see, is basically related to #2 in that you begin to venture down the rabbit hole of "divine spheres" -which started in 2e with, what, like a dozen? And then 3.x comes along and we get umpteen more. Why have a dedicated spell list of "Nature spells," that includes your elemental and weather and animal and plant spells... when you can have a spell list of "Plant" and "Animal" and "Elemental?" NO WAIT, no "Elemental" (that includes weather), but "Fire" and "Air" and "Water" and "Earth" and, then, a separate "Weather," and ya know, some people count "Spirit/Soul/Aether" as a fifth element, do them too! Some use "Stone" and "Metal" and "Wood" as individual "Earth" spheres/flavors....and...and...and... You see how this goes? I think it would be more palatable for a new iteration to have a more defined and distinct breakdown of Magical "sources" and types/ways of making magic, beyond Divine/Arcane with VSM components. I've seen the breakdowns used by some homebrewers as : Arcane, Divine, Nature ("Primal"), Psychic, and Occult. I think that really covers/provides umbrellas for pretty much any flavor of magic-user we would traditionally need. Then, you need to decide on the right distinctions of flavor and [flavorful] mechanics for the kinds of casters. Then, the rest of the ballgame are the actual lists of spells [and/or supernatural powers] for specific casters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should bring back diverse spellcaster level design.
Top