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Things that have bugged you since 1E
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<blockquote data-quote="Plane Sailing" data-source="post: 1041341" data-attributes="member: 114"><p>Well, back in 1e it wasn't a problem, because the only specialist possible was the illusionist who had - gasp - their own spell list with several spells unique to them. Sadly they ditched this and went with the current simplistic system from 2e onwards.</p><p></p><p>So strictly speaking this isn't an issue that has bugged me since 1e, because I think they were doing it right at that point...</p><p></p><p>===</p><p></p><p>In terms of issues that always have bugged me:</p><p></p><p>Fire and forget magic which always works perfectly. Almost all stories include the possibility of magic going awry, and it just doesn't happen in D&D (unless you try a scroll to big for you, when there is a vague chance it might).</p><p></p><p>Separation of clerical and divine magic, with different spell lists and different rules for how it works/can be cast/etc. I'd prefer one big spell list with classes getting preferential access, like Monte has done in AU.</p><p></p><p>Alignment.</p><p></p><p>No basic campaign world in the game. One of the reasons why we originally decamped to Runequest from D&D was the lovely campaign setting that came with it, which was very evocative. "Greyhawk" is the setting by default in terms of spell names (always) and gods (in current editions), but apart from the proliferation of names which sound as if they've been made up by a 12 year old, there was nothing that you could base a campaign on. Not even a map.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1041341, member: 114"] Well, back in 1e it wasn't a problem, because the only specialist possible was the illusionist who had - gasp - their own spell list with several spells unique to them. Sadly they ditched this and went with the current simplistic system from 2e onwards. So strictly speaking this isn't an issue that has bugged me since 1e, because I think they were doing it right at that point... === In terms of issues that always have bugged me: Fire and forget magic which always works perfectly. Almost all stories include the possibility of magic going awry, and it just doesn't happen in D&D (unless you try a scroll to big for you, when there is a vague chance it might). Separation of clerical and divine magic, with different spell lists and different rules for how it works/can be cast/etc. I'd prefer one big spell list with classes getting preferential access, like Monte has done in AU. Alignment. No basic campaign world in the game. One of the reasons why we originally decamped to Runequest from D&D was the lovely campaign setting that came with it, which was very evocative. "Greyhawk" is the setting by default in terms of spell names (always) and gods (in current editions), but apart from the proliferation of names which sound as if they've been made up by a 12 year old, there was nothing that you could base a campaign on. Not even a map. Cheers [/QUOTE]
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