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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Good, the Bad, and the Ugly - about every edition of D&D
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="delericho" data-source="post: 5030220" data-attributes="member: 22424"><p>I do. It's been a very long time since I read it, though.</p><p></p><p></p><p></p><p>The thought had occurred to me. I'm not sure if that's a good thing or not: on one hand, it allows the game to use one mechanic where two would have sufficed; on the other it 'overloads' a single mechanic to do multiple things, which might not be ideal.</p><p></p><p></p><p></p><p>Sure. I didn't mean to turn all 'utility' spells into rituals. However, there are quite a lot of the existing spells that would be better suited for life as rituals, because they have very long casting times, they more traditionally involve collaborative casting, or they simply don't have any combat application (meaning that the adventuring Wizard will either have a scroll to hand, or the party will have to stop and rest for a day so that the Wizard can prepare the spell to cast).</p><p></p><p>This is distinct from utility spells that <em>might</em> be of use in combat, with a creative player. Those I would leave as spells.</p><p></p><p>(However, I do understand that greatly reducing the number of slots the Wizard has will have the effect of causing them to prepare only the 'obvious' combat spells, which is an issue. On the other hand, in 3e I have very rarely seen Wizards preparing or casting those utility spells in a creative way anyway - they have typically had enough slots that they can stick with the 'obvious' spells throughout, and when they run out the party rests anyway.)</p><p></p><p></p><p></p><p>Certainly, a Wizard using his most powerful spell in its most maximised form should often be an encounter-ender. Of course, I was planning on sneakily setting up the system so that that "big gun" doesn't become the automatic choice for starting every encounter as well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Ah, part two of my genius scheme for handling save-or-dies:</p><p></p><p>Most spells of this sort would automatically apply some condition to the character (for example, <em>flesh to stone</em> would automatically apply a slow effect). Additionally, the spell would do damage to the character's mana pool (with the save reducing this by half - and some spells would do the damage in one shot, while others would do so over time). If the character is reduced to 0 mana, they suffer the full effect of the spell (petrification, death, whatever).</p><p></p><p>Some other spells, such as <em>hold person</em> would instead apply their condition to the character with the "save ends" qualifier.</p><p></p><p>There are two weaknesses with this approach that I can see: one is that it overloads the mana pool mechanic with yet another application - in addition to being used to "do impossible things" (and, as you said, Action Points) it also represents the character's resistance to arcane attacks. The second is that it means that a character who over-exerts himself magically is suddenly much more vulnerable to arcane attack himself (this is the same problem that Jedi faced in the first version of d20 Star Wars).</p><p></p><p>Still, I do think it deals with the big problems of save-or-dies (and also save-or-sucks): there would be no more "all or nothing" spells of this type, characters aren't simply eliminated from the game by a single dice roll (at the very least it's two - save and damage - which is equivalent to melee). Also, it means that these spells can remain a part of the game, and still have powerful effects.</p><p></p><p></p><p></p><p>You're probably right here. Certainly, in the case of magic items, my intent was that they would either provide a permanent modifier to the character (and so not be considered as the one ongoing effect), or they require activation and provide a temporary ongoing effect (exactly as a spell). Still, it's obviously an area where more thought would be required.</p></blockquote><p></p>
[QUOTE="delericho, post: 5030220, member: 22424"] I do. It's been a very long time since I read it, though. The thought had occurred to me. I'm not sure if that's a good thing or not: on one hand, it allows the game to use one mechanic where two would have sufficed; on the other it 'overloads' a single mechanic to do multiple things, which might not be ideal. Sure. I didn't mean to turn all 'utility' spells into rituals. However, there are quite a lot of the existing spells that would be better suited for life as rituals, because they have very long casting times, they more traditionally involve collaborative casting, or they simply don't have any combat application (meaning that the adventuring Wizard will either have a scroll to hand, or the party will have to stop and rest for a day so that the Wizard can prepare the spell to cast). This is distinct from utility spells that [i]might[/i] be of use in combat, with a creative player. Those I would leave as spells. (However, I do understand that greatly reducing the number of slots the Wizard has will have the effect of causing them to prepare only the 'obvious' combat spells, which is an issue. On the other hand, in 3e I have very rarely seen Wizards preparing or casting those utility spells in a creative way anyway - they have typically had enough slots that they can stick with the 'obvious' spells throughout, and when they run out the party rests anyway.) Certainly, a Wizard using his most powerful spell in its most maximised form should often be an encounter-ender. Of course, I was planning on sneakily setting up the system so that that "big gun" doesn't become the automatic choice for starting every encounter as well. :) Ah, part two of my genius scheme for handling save-or-dies: Most spells of this sort would automatically apply some condition to the character (for example, [i]flesh to stone[/i] would automatically apply a slow effect). Additionally, the spell would do damage to the character's mana pool (with the save reducing this by half - and some spells would do the damage in one shot, while others would do so over time). If the character is reduced to 0 mana, they suffer the full effect of the spell (petrification, death, whatever). Some other spells, such as [i]hold person[/i] would instead apply their condition to the character with the "save ends" qualifier. There are two weaknesses with this approach that I can see: one is that it overloads the mana pool mechanic with yet another application - in addition to being used to "do impossible things" (and, as you said, Action Points) it also represents the character's resistance to arcane attacks. The second is that it means that a character who over-exerts himself magically is suddenly much more vulnerable to arcane attack himself (this is the same problem that Jedi faced in the first version of d20 Star Wars). Still, I do think it deals with the big problems of save-or-dies (and also save-or-sucks): there would be no more "all or nothing" spells of this type, characters aren't simply eliminated from the game by a single dice roll (at the very least it's two - save and damage - which is equivalent to melee). Also, it means that these spells can remain a part of the game, and still have powerful effects. You're probably right here. Certainly, in the case of magic items, my intent was that they would either provide a permanent modifier to the character (and so not be considered as the one ongoing effect), or they require activation and provide a temporary ongoing effect (exactly as a spell). Still, it's obviously an area where more thought would be required. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Good, the Bad, and the Ugly - about every edition of D&D
Top