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*Dungeons & Dragons
The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Fanaelialae" data-source="post: 8778171" data-attributes="member: 53980"><p>I like this idea, but I think the real challenge is utility magic.</p><p></p><p>Getting blinded or confused with a divination cast in your inn room is pretty meaningless. You can just try again until you succeed. Alternately, if you make the duration of the status meaningful in downtime (say a day or a week) it becomes basically impossible to use in a dungeon environment.</p><p></p><p>I'm not suggesting it's impossible to balance, just tricky.</p><p></p><p>I recently read a game that takes an interesting approach to this called Beacon. Basically MUs have combat spells that have fixed effect, and out of combat they have a move (similar to what you might find in a game like Dungeon World) called Cast Spell (or something to that effect) which is broadly applicable. However, the caster needs to outline both the intended effect as well as some things that could go wrong with the spell. Depending on how well you roll, you might get the effect without the detriment, you might get both, or you might just get the detriment. It's arguably too narrative for a game like D&D, but I do think it's a clever approach.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8778171, member: 53980"] I like this idea, but I think the real challenge is utility magic. Getting blinded or confused with a divination cast in your inn room is pretty meaningless. You can just try again until you succeed. Alternately, if you make the duration of the status meaningful in downtime (say a day or a week) it becomes basically impossible to use in a dungeon environment. I'm not suggesting it's impossible to balance, just tricky. I recently read a game that takes an interesting approach to this called Beacon. Basically MUs have combat spells that have fixed effect, and out of combat they have a move (similar to what you might find in a game like Dungeon World) called Cast Spell (or something to that effect) which is broadly applicable. However, the caster needs to outline both the intended effect as well as some things that could go wrong with the spell. Depending on how well you roll, you might get the effect without the detriment, you might get both, or you might just get the detriment. It's arguably too narrative for a game like D&D, but I do think it's a clever approach. [/QUOTE]
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