Spells: do you prefer Rotes or Dynamic?


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A Dynamic system makes more world-building sense and is better for strategic playing.
A Rote system is great for unique spells, rituals and things like protective scrolls.
You can easily combine both systems within the same RPG.

I would imagine Sorcerers work solely on a Dynamic System, while Wizards would have access to both.
 

In my experience, unless you are casting boring damage spells, rote spells take much longer to adjudicate. Take the D&D polymorph spell. In Fate, this could be a simple dynamic spell -- you gain the aspect "You are an X". Zero time to cast and not hard to adjudicate. If you turn into a mouse, you don't have to look up the stats for a mouse -- you just are one and everyone has a strong concept of whether you can fit through small holes, if you can manipulate an object and what happens when you get stepped on. Contrast to a D&D game where you need to work out a ton of details. So much so that later editions gave up and created lists of things you could turn into (which will still take 5 minutes to look up).

Rote in a system designed for rote (e.g D&D) is better. Dynamic works better in systems designed for a more narrative experience. I strongly feel the answer depends on the system rather than being a global truth.
This is a terrible comparison. These games are different by orders of magnitude. Its like comparing Knave and PF2E lol
 



(Emphasis mine.) What does "narrative experience" mean in this context?

I ask because there is the potential that the assertion is true just because of what one counts as "more narrative".
A long-winded answer is tempting, but I’ll go with: Narrative games are ones where you spend more time narrating, as opposed to gamist games where you spend more time enacting rules.
 

So what about having a 'catalog' of spells. But under each spell is a list of modifications the character can perform with that spell?

It makes each spell longer and more fussy. But it prevents the overly vaguesauce of "pick a concept + powertier and roll with modifiers and just guess at what its effects do" that some ad-hoc spell casting game have...
We do this with the True Spell system, which takes oft-used spells you find you keep making from the open spell system. After a prescribed number of successful casts without critical failing, the spell becomes a True Spell and is then basically a rote spell with -25% cost (which usually lowers the casting Target Number down a whole category as well). The True Spell can then be tweaked a little per cast with minimal cost; true spells can also be anchored on items or places (instead of only yourself) and with a trigger word or scenario go off automatically.

Thus, in effect, you make your own catalog (spell book) of True Spells that suit your needs.
 

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