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*Dungeons & Dragons
Spell Entries - What I would have done differently
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<blockquote data-quote="Tony Vargas" data-source="post: 6348912" data-attributes="member: 996"><p>That has nothing to do with putting critical information, like saving throws, range/area, &c in the header - like in AD&D. In fact, the my post that you liked neatly illustrates how even a single such line could neatly handle a wide range of spells.</p><p></p><p>Some spells can be so simple they have nothing but such header data and a line or two of description, while others might require a lot of column inches to explain their arbitrary, vague, complex, and easily abused effects. </p><p></p><p>What I don't see is how deleting the header information and forcing everyone to waste time digging through the whole text of the spell, every time, has any upside at all.</p><p></p><p></p><p> While it does add a layer of complexity to the initiative system - especially a cyclical one (does the caster's initiative re-set to the end of the casting, like when you delay, or does it 'magickally' (pi) re-set to his original rolled initiative each round; what happens when casting times wrap you into the next round; etc) - it is a traditional limiting factor on casters that we haven't seen in a very long time, and would finally make 5e neo-Vancian types a little more melee shy. It's an inconsistent balancing factor, as it makes the caster melee-shy (giving the melee types a <em>raison detre</em> - to stand in front and take hits for the all-important caster) and make missile fire a real issue for them - but the whole balancing factor ceases to exist in any battle with melee-oriented enemies engaged by allies...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6348912, member: 996"] That has nothing to do with putting critical information, like saving throws, range/area, &c in the header - like in AD&D. In fact, the my post that you liked neatly illustrates how even a single such line could neatly handle a wide range of spells. Some spells can be so simple they have nothing but such header data and a line or two of description, while others might require a lot of column inches to explain their arbitrary, vague, complex, and easily abused effects. What I don't see is how deleting the header information and forcing everyone to waste time digging through the whole text of the spell, every time, has any upside at all. While it does add a layer of complexity to the initiative system - especially a cyclical one (does the caster's initiative re-set to the end of the casting, like when you delay, or does it 'magickally' (pi) re-set to his original rolled initiative each round; what happens when casting times wrap you into the next round; etc) - it is a traditional limiting factor on casters that we haven't seen in a very long time, and would finally make 5e neo-Vancian types a little more melee shy. It's an inconsistent balancing factor, as it makes the caster melee-shy (giving the melee types a [i]raison detre[/i] - to stand in front and take hits for the all-important caster) and make missile fire a real issue for them - but the whole balancing factor ceases to exist in any battle with melee-oriented enemies engaged by allies... [/QUOTE]
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Spell Entries - What I would have done differently
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