"TAKE THAT YOU FIEND!!!" or Simplification of Attack Spells

Calico_Jack73 said:
This is one of the many reasons I like Arcana Evolved. I like the idea of the simple class of spells that every spellcaster knows, the complex list that dedicated casters know, then the exotic list that you have to take a feat to learn a spell from it. It prevents every spellcaster from being the same.

Hardly. They're almost all the same in abilities. Many of the complex spells are just slightly better versions of simple spells. Many of the exotic spells don't even deserve to be such, or are the same kind of slightly-better-same-old-same-old. The difference between a Magister and a Runethane in spellcasting is largely a matter of one being marginally more powerful on the attack and having an occasional trick the one can do that the other can't. But they're really not that different.
 

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I think the current system makes spells too specialized, but a single generic attack spell makes would be too simple. What I'd like to do is to define "rules" for each school and subschool, so that spells of a particular type would use a common mechanic (e.g. Fire spells affect an area and allow Reflex saves, Electricity spells affect a target and require a ranged touch attack, etc.) I think this would simplify the game by cutting down on the number of spells, but would allow enough variation in the spells to make a Fire mage seem distinct from a Lightning mage. See here for some more thoughts on this.

This I agree with. FFZ does something similar (fire spells can be cast faster, electricity are harder to save against, water spells cost less mp). I think one attack spell would rob the wizard and sorcerer of a lot of their tactical versatility, and that some of D&D's particular flavor comes from the over-specialized spells, so I'd hate to remove it all, but a "standard style" would be a very good idea.
 


Arkhandus said:
Yeah, sure, and to go along with the spell simplification, we can eliminate all different types of weapons, armor, and shields into just 2 weapons (melee and ranged), 2 armors (light and heavy), and 1 shield. And eliminate skills, they're too complicated, just use ability checks. We don't need feats either, really. Classes are of course completely unnecessary too. And only 1 kind of AC. Really, all you need is AC, attack bonus, damage, HP, and the six ability scores. Yeah, let's do away with everything. That'll make it better.

/sarcasm off

You may remember the joke that used a train as a metaphor for the Sovit Union. In Brezniev (or was it Krushev's?) stage of the joke, someone screams "the train isn't moving!", to which Brezniev replies: "Doesn't matter. Everyone on board, draw the curtains, shake and shout 'Choo choo!'".

We almost have the situation in which damage spells can be built with a formula. We don't have to simplify the game to do that; just accept things as already are.
 

AE's Sorcerous Blast is pretty much what the OP is asking for. Its got long range, good area, it can do whatever energy type you need, it can be scaled as high as 10d8 points of damage, and can force a second reflex spell. Basically, its practically the only thing you need as far as damage.

The burden then gets put on the player to make the spell sound cool, even though realstically its just the same spell over and over again.
 

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