Vancian magic has a very specific feel to it, but how important is that spell slot/fire and forget method to the feel of the game?
I don't think the vancian system is necessary. However, the spells used in D&D have a certain feel to them which I think is important. Certain staples are crucial to it feeling like D&D. 4E though has started playing around with this. While the intention was good and the end effect balanced (which needed to happen), the 4E magic system as it stands is unsatisfying for me.
Oni said:
What criteria does a magic system need to fulfill to maintain the feel of Dungeons and Dragons?
Difficult to tell. It's a case of suck it and see; although I think having a core relationship with how things were done in previous editions, but tweaked or twisted might be a start.
Oni said:
Which elements need to be preserved and which can be changed?
I think there is fluidity here but core spells such as magic missile, fireball etc. should be important markers for any future edition.
Oni said:
If you were redesigning magic in D&D what would your basic design principles be? What defines that magic feeling for you?
The following is a simplified synopsis of the system I'm creating.
Two core arcane classes:
Wizard: is for the "imaginitive player" who does not like to keep track of resources. They can cast any spell they know at any time, unburdened by whether they have it memorized etc. Other restrictions are used to pick up the slack of the Vancian System:
- Some combat-based spells require a "caster" check to cast effectively which if failed or failed disasterously may have certain effects upon the caster, or alternatively may have further beneficial effects if a particular DC is reached
- Requires the expending of power/mana (something the wizard does not intrinsically have compared to the sorcerer, the wizard relies on their staff/wand or other implements for such energy)
- Casting duration: "rituals" take time to cast but not necessarily coinage (although more powerful spells might have material components or expensive foci)
Spells in this regard are static. They produce a standard amount of damage/power/conjuration. For example, if Jurament's Magic Missile only produces 3d4+3 worth of missiles, you might risk Lucifus's Magic Missile for extra damage (but possible danger if it backfires).
The majority of utility spells can be repeatedly cast without issue except casting duration and/or material components if the "ritual" is special.
Wizards are the masters of magical devices and can use them more effectively than others.
Sorcerer: Is for the resource manager who likes to carefully micro-manage their "power". They draw in mana/power from their surroundings (including possibly other casters). When they become even more powerful, they seek further planar sources for increased power (a similar idea to the "warrens" in Erikson's Malazan series). They then spend this mana/power to produce spell-like effects different in scale and form to the Wizard. I think blending this with the concept (if not function) of the 4E warlock is an interesting one. There is a darkness to sorcerers based upon their link to their power. While they have several combat tricks up their sleeves, they also have very powerful and involved sorceries to produced far-reaching story/adventure-based effects.
However, I think the one thing we learned from 3E is that the game's not much fun for a group when at high level, it is what the wizard does or does not do that determines a group's success.
Best Regards
Herremann the Wise