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<blockquote data-quote="Aldarc" data-source="post: 8854531" data-attributes="member: 5142"><p>I know it would be heretical, but I think that D&D 5e would be easier if it reduced the initial amount of spells in the PHB or made them less verbose. It's not as if WotC couldn't add the spells back in later. I have seen firsthand numerous times - <em>and I understand that other people's experience differ</em> - the sheer amount of spells in the PHB overwhelm new players or even experienced casual players. </p><p></p><p><strong>Black Hack 2E: </strong>guidelines for spells and magic is half a page, while the list of spells and prayers respectively take one page each. </p><p></p><p><strong>Through Sunken Lands:</strong> the whole magic section is thirty pages. </p><p></p><p><strong>Worlds Without Number: </strong>the whole magic section is thirty-four pages, <em>including</em> the mage full class and mage partial classes. Add maybe fourteen pages for the bonus mage partial classes at the back of the book. </p><p></p><p><strong>Index Card RPG: </strong>the basic magic rules are maybe a page, with one page for INT spells and one page for WIS spells. The advanced magic rules are fifty pages total. </p><p></p><p><strong>Shadow of the Demon Lord: </strong>the whole magic and spells section is less than forty pages. </p><p></p><p><strong>Forbidden Lands:</strong> less than forty pages. </p><p></p><p><strong>Dragonbane BETA: </strong>fifteen pages total! </p><p></p><p><strong>Blue Rose AGE:</strong> the Arcana section is twenty-six pages total. </p><p></p><p><strong>Dungeon World: </strong>all the spells and magic you need is already on your playbook. </p><p></p><p>Page count does not tell the whole story,* but it does amaze me how some games can do more with less page count while also making spellcasting easier for players to play and DMs to adjudicate. 5e D&D is a fun game - I will not deny that - but the sheer amount of spells can be daunting <em>IME</em> when compared to other TTRPG systems out there. </p><p></p><p>* Many of these games, for example, forgo having spells to 9th level or flatter character progression power curves and levels.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8854531, member: 5142"] I know it would be heretical, but I think that D&D 5e would be easier if it reduced the initial amount of spells in the PHB or made them less verbose. It's not as if WotC couldn't add the spells back in later. I have seen firsthand numerous times - [I]and I understand that other people's experience differ[/I] - the sheer amount of spells in the PHB overwhelm new players or even experienced casual players. [B]Black Hack 2E: [/B]guidelines for spells and magic is half a page, while the list of spells and prayers respectively take one page each. [B]Through Sunken Lands:[/B] the whole magic section is thirty pages. [B]Worlds Without Number: [/B]the whole magic section is thirty-four pages, [I]including[/I] the mage full class and mage partial classes. Add maybe fourteen pages for the bonus mage partial classes at the back of the book. [B]Index Card RPG: [/B]the basic magic rules are maybe a page, with one page for INT spells and one page for WIS spells. The advanced magic rules are fifty pages total. [B]Shadow of the Demon Lord: [/B]the whole magic and spells section is less than forty pages. [B]Forbidden Lands:[/B] less than forty pages. [B]Dragonbane BETA: [/B]fifteen pages total! [B]Blue Rose AGE:[/B] the Arcana section is twenty-six pages total. [B]Dungeon World: [/B]all the spells and magic you need is already on your playbook. Page count does not tell the whole story,* but it does amaze me how some games can do more with less page count while also making spellcasting easier for players to play and DMs to adjudicate. 5e D&D is a fun game - I will not deny that - but the sheer amount of spells can be daunting [I]IME[/I] when compared to other TTRPG systems out there. * Many of these games, for example, forgo having spells to 9th level or flatter character progression power curves and levels. [/QUOTE]
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