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General Tabletop Discussion
*Dungeons & Dragons
Should Schools of Magic Be Proficiencies?
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<blockquote data-quote="doctorbadwolf" data-source="post: 9008454" data-attributes="member: 6704184"><p>I’m tempted to get complex with it. </p><p></p><p>You take Pyromancy proficiency, you can do some stuff at-will, and you can boost those uses by spending spell slots. There are standardized spells that have been pretty much perfected that you can learn from others or from books or whatever, and some of them require multiple magic proficiencies to learn. </p><p></p><p>So, Fireball hits above its weight class, but that’s fine because it also requires proficiency in both Pyromancy and Aeromancy specialties. </p><p></p><p>Then there is ritual magic, which requires proficiency in a magic <em>skill</em>, like Arcana or Nature, and at least one relevant magic specialty proficiency, and can be improvised from some basic principles, like circles contain and ward, but can be given ingress and egress points that allow specific things in or out, which Cardinal direction you orient toward changes what can be done (or how hard it is at least), and what tools and components you use have different dials they turn. </p><p></p><p>Basically you need the Circle, Skill, Specialty, Tools, and something relating sympathetically to the effect, and to either the source or target, as well as a stabilizing central offering like water, wine, milk and honey, etc. </p><p></p><p>I’d love to design a system that is robust and intuitive enough that players can just <em>design rituals </em>as a normal part of play.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9008454, member: 6704184"] I’m tempted to get complex with it. You take Pyromancy proficiency, you can do some stuff at-will, and you can boost those uses by spending spell slots. There are standardized spells that have been pretty much perfected that you can learn from others or from books or whatever, and some of them require multiple magic proficiencies to learn. So, Fireball hits above its weight class, but that’s fine because it also requires proficiency in both Pyromancy and Aeromancy specialties. Then there is ritual magic, which requires proficiency in a magic [I]skill[/I], like Arcana or Nature, and at least one relevant magic specialty proficiency, and can be improvised from some basic principles, like circles contain and ward, but can be given ingress and egress points that allow specific things in or out, which Cardinal direction you orient toward changes what can be done (or how hard it is at least), and what tools and components you use have different dials they turn. Basically you need the Circle, Skill, Specialty, Tools, and something relating sympathetically to the effect, and to either the source or target, as well as a stabilizing central offering like water, wine, milk and honey, etc. I’d love to design a system that is robust and intuitive enough that players can just [I]design rituals [/I]as a normal part of play. [/QUOTE]
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Should Schools of Magic Be Proficiencies?
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