Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The 5E Magic User
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gadget" data-source="post: 5776044" data-attributes="member: 23716"><p>I found this strange. If I understand your argument, things done by magic should be done virtually instantaneously... because it's magic. To me this makes no more sense than any other arbitrary time to perform the task. Obviously, if the time to cast the spell is to long compared to the benefit granted, it would be a poor choice. The point I was trying to make above is the combat magic is more the unleashing of raw magical force that is (largely) undirected, where more subtle effects, such as <em>knock </em>require much tighter focus and direction of magical energies into specified formula with stricter control, etc. It works for me, though I agree that 10 minutes is probably to excessive in this particular case. One minute would be enough.</p><p></p><p>This brings me to another issue I've had with earlier spell systems. There are huge lists of spells in existence, many of them very flavorful like say, <em>Illusory Script</em>. A very flavorful spell but, I know my experience runs counter to many of you who run intrigue laden campaigns where <em>Illusory Script</em> saves the day, but I have rarely seen the need to take it in daily spell preparation, especially since it has to compete with the likes of <em>Fireball</em>; yet it's nice to know I have it in my spell book and <em>can</em> use it, if the need arises. Therefore, IME, Illusory script is largely a world building, or fantasy world simulating spell. This is great, it draws me into the fiction and helps the game come alive a little more. Unfortunately (you knew there was an unfortunately coming, didn't you?), this breaks down for me when you realize that a lot of your spells ( though certainly not all, like the above mentioned <em>Illusory Script</em>) are conveniently able to be cast in one round or less, because they were <em>really</em> designed to fit into a combative adventure's arsenal of quick fixes that could be pulled out of a hat (or wand or scroll, etc) in a moments notice. And while they may be relatively balanced <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> in that context, it really messes up the immersion factor when you give even a cursory thought to what world changing effects would be wrought by any moderate talent wizard who spammed these spells out of the combat / adventure scenario. So it gave me a good simulation at first blush, indeed it practically forces one into a fantasy world simulation mode, then kind of ruins it me at the same time. </p><p></p><p>Now there are many ways to put in limits (there are only so many wizards of any talent in the world and they don't work for free, etc.) or rationalize your way around this, but at least 4e, for all its flaws (and there are many), tried to address this somewhat and make some of that world changing magic less accessible through the Ritual system. Did it work well? No, not really, but I think it was an admirable attempt at the problem. </p><p></p><p>Then there is the ever escalating magical 'arms race' of spell/magic resistance, spell turning, various globes of invulnerably, and not to mention the 'nuke' of dispel magic that gets thrown into the mix to counter the ever increasing potency and convenience of spells in play. Once again, this can be great from a verisimilitude perspective, but it does get rather cumbersome in play for the actual <em>gamers</em> trying to, well...play the game.</p></blockquote><p></p>
[QUOTE="Gadget, post: 5776044, member: 23716"] I found this strange. If I understand your argument, things done by magic should be done virtually instantaneously... because it's magic. To me this makes no more sense than any other arbitrary time to perform the task. Obviously, if the time to cast the spell is to long compared to the benefit granted, it would be a poor choice. The point I was trying to make above is the combat magic is more the unleashing of raw magical force that is (largely) undirected, where more subtle effects, such as [I]knock [/I]require much tighter focus and direction of magical energies into specified formula with stricter control, etc. It works for me, though I agree that 10 minutes is probably to excessive in this particular case. One minute would be enough. This brings me to another issue I've had with earlier spell systems. There are huge lists of spells in existence, many of them very flavorful like say, [I]Illusory Script[/I]. A very flavorful spell but, I know my experience runs counter to many of you who run intrigue laden campaigns where [I]Illusory Script[/I] saves the day, but I have rarely seen the need to take it in daily spell preparation, especially since it has to compete with the likes of [I]Fireball[/I]; yet it's nice to know I have it in my spell book and [I]can[/I] use it, if the need arises. Therefore, IME, Illusory script is largely a world building, or fantasy world simulating spell. This is great, it draws me into the fiction and helps the game come alive a little more. Unfortunately (you knew there was an unfortunately coming, didn't you?), this breaks down for me when you realize that a lot of your spells ( though certainly not all, like the above mentioned [I]Illusory Script[/I]) are conveniently able to be cast in one round or less, because they were [I]really[/I] designed to fit into a combative adventure's arsenal of quick fixes that could be pulled out of a hat (or wand or scroll, etc) in a moments notice. And while they may be relatively balanced :heh: in that context, it really messes up the immersion factor when you give even a cursory thought to what world changing effects would be wrought by any moderate talent wizard who spammed these spells out of the combat / adventure scenario. So it gave me a good simulation at first blush, indeed it practically forces one into a fantasy world simulation mode, then kind of ruins it me at the same time. Now there are many ways to put in limits (there are only so many wizards of any talent in the world and they don't work for free, etc.) or rationalize your way around this, but at least 4e, for all its flaws (and there are many), tried to address this somewhat and make some of that world changing magic less accessible through the Ritual system. Did it work well? No, not really, but I think it was an admirable attempt at the problem. Then there is the ever escalating magical 'arms race' of spell/magic resistance, spell turning, various globes of invulnerably, and not to mention the 'nuke' of dispel magic that gets thrown into the mix to counter the ever increasing potency and convenience of spells in play. Once again, this can be great from a verisimilitude perspective, but it does get rather cumbersome in play for the actual [I]gamers[/I] trying to, well...play the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The 5E Magic User
Top