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<blockquote data-quote="der_kluge" data-source="post: 2666936" data-attributes="member: 945"><p>As many of you know, I often pontificate the deeper underlying philosophies behind game design. Most of these I turn into thought-provoking, intellectual threads on here, which are then promptly and sumarily ignored. That said, I have another one. <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>I've been doing some thinking recently on the idea of finite spell-casting. In D&D, and indeed pretty much every system I've ever played, spell-casting is a finite resources. Unless a party is made up of rogues and fighters exclusively, there comes a point where the party will need to abandon their excursion into a dungeon foray and return once the cleric or wizard has more spells. Very successful parties are the ones who manage these resources wisely, and don't "blow the wad" so to speak too early in a dungeon, and risk not having crucial spells for a larger encounter.</p><p></p><p>But what would a system look like if a wizard or cleric could just continue to cast spells indefinitely without repurcussion just as a rogue could pick locks, or a fighter swing an axe? What would such a system look like? Does any such system exist which proposes such a thing? How would you handle damage? If a cleric could just continually cast healing magic, does damage lose it's meaning? Do you remove healing magic, and if so, what role do clerics play?</p><p></p><p>Such a thing, I feel, would greatly change the dynamic of the game. In some sense, the existing style plays well towards the idea that people gather for an evening's entertainment, use up their resources, retreat back, and then start again renewed for next week's game. What would the game be like if retreating back to recoup resources wasn't a necessity?</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2666936, member: 945"] As many of you know, I often pontificate the deeper underlying philosophies behind game design. Most of these I turn into thought-provoking, intellectual threads on here, which are then promptly and sumarily ignored. That said, I have another one. :) I've been doing some thinking recently on the idea of finite spell-casting. In D&D, and indeed pretty much every system I've ever played, spell-casting is a finite resources. Unless a party is made up of rogues and fighters exclusively, there comes a point where the party will need to abandon their excursion into a dungeon foray and return once the cleric or wizard has more spells. Very successful parties are the ones who manage these resources wisely, and don't "blow the wad" so to speak too early in a dungeon, and risk not having crucial spells for a larger encounter. But what would a system look like if a wizard or cleric could just continue to cast spells indefinitely without repurcussion just as a rogue could pick locks, or a fighter swing an axe? What would such a system look like? Does any such system exist which proposes such a thing? How would you handle damage? If a cleric could just continually cast healing magic, does damage lose it's meaning? Do you remove healing magic, and if so, what role do clerics play? Such a thing, I feel, would greatly change the dynamic of the game. In some sense, the existing style plays well towards the idea that people gather for an evening's entertainment, use up their resources, retreat back, and then start again renewed for next week's game. What would the game be like if retreating back to recoup resources wasn't a necessity? [/QUOTE]
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