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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Some thoughts on 4e magic from a designer
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<blockquote data-quote="Keldryn" data-source="post: 3795552" data-attributes="member: 11999"><p>I love the idea of the most powerful spells of a particular "school" generally being restricted to true "specialists," and I've been wanting that for a long time now. The 1st Edition Illusionist was cool, because she wasn't just a Magic-User with an extra Illusion/Phantasm spell per day and a marginal increase in the difficulty of disbelieving her illusions. She got <em>Phantasmal Force</em> as a first-level spell, whereas Magic-Users had to wait until they could cast 3rd-level spells. There were plenty of spells that only appeared on the Illusionist's spell lists. And all of that flavour was lost in 2nd Edition, which not only made specialists bland but it made the general Mages kind of bland as well. </p><p></p><p>I never liked the idea of all Mages/Wizards having access to the spells that were once the sole province of Illusionists in 1e, nor how Clerics ended up with spells that were once exclusive to Druids. 2e casters were a really bland mish-mash.</p><p></p><p>I'm glad that 3e mostly killed the 2e versions of Clerics/Priests. I liked them at the time in 2e, but I've come back around to the original vision of the Cleric: the holy warrior who is blessed with the divine power of his faith, who takes up arms to defend his beliefs and the followers of his faith. I don't see deities (of any "portfolio") wasting their divine power on wimpy losers who hang out in town all day telling everyone to love and respect each other. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>So yeah, let the generalist Wizards have a wide variety of spells and some competency in all aspects of arcane magic, but make the specialists actually better at their chosen form of magic. They should be able to do things that generalists can't.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 3795552, member: 11999"] I love the idea of the most powerful spells of a particular "school" generally being restricted to true "specialists," and I've been wanting that for a long time now. The 1st Edition Illusionist was cool, because she wasn't just a Magic-User with an extra Illusion/Phantasm spell per day and a marginal increase in the difficulty of disbelieving her illusions. She got [i]Phantasmal Force[/i] as a first-level spell, whereas Magic-Users had to wait until they could cast 3rd-level spells. There were plenty of spells that only appeared on the Illusionist's spell lists. And all of that flavour was lost in 2nd Edition, which not only made specialists bland but it made the general Mages kind of bland as well. I never liked the idea of all Mages/Wizards having access to the spells that were once the sole province of Illusionists in 1e, nor how Clerics ended up with spells that were once exclusive to Druids. 2e casters were a really bland mish-mash. I'm glad that 3e mostly killed the 2e versions of Clerics/Priests. I liked them at the time in 2e, but I've come back around to the original vision of the Cleric: the holy warrior who is blessed with the divine power of his faith, who takes up arms to defend his beliefs and the followers of his faith. I don't see deities (of any "portfolio") wasting their divine power on wimpy losers who hang out in town all day telling everyone to love and respect each other. :cool: So yeah, let the generalist Wizards have a wide variety of spells and some competency in all aspects of arcane magic, but make the specialists actually better at their chosen form of magic. They should be able to do things that generalists can't. [/QUOTE]
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