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Vancian Magic - Yes or No?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1328452" data-attributes="member: 871"><p>I voted Yes, because I honestly think that it's a quick & easy system to use and learn. When teaching (& trying to acquire) new players, the easier a system is, the better. It's one of the reasons why I like 3.X D&D the most--higher is better (unlike previous editions of the game).</p><p></p><p>However, I do think that an alternate system may be viable, provided that it's easy to use & learn. Spell points are cool, but it does demand a degree of micro-management that takes away from the ease of the game (& frankly, adds another number-pool other than Hit Points for a player to keep track of).</p><p></p><p>I'd prefer that the magic system would be a bit more generic. The protection from X spell would be 1 spell, though the caster would have to select an AL axis (good, evil, law, or chaos). The energy bolt spell would basically work like a <em>lightning bolt</em>, but the spellcaster would choose the type of energy used (lightning, sonic, fire, acid, cold, or magic/eldritch). It'd help cut down the volume of spells (to a degree).</p><p></p><p>I'd also prefer a system of spell prerequisites to be used again, to reflect the idea that a spellcaster is building/expanding on the knowledge gained before. For example, in order to cast <em>fireball</em>, a mage must first know how to cast <em>burning hands</em>, & possibly a few other fire-related spells. Or a mage may need to know <em>mage hand</em> before gaining <em>fly</em>, <em>levitate</em>, or <em>telekinesis</em>. In essence, the spellcaster knows only 1 spell, but his/her ability/application/power/mastery of the spell grows as the caster grows.</p><p></p><p>Then again, IMHO, I'd personally prefer that there'd be <em>no</em> distinction between magic & psionics, much less arcane & divine magic. I think that <em>magic</em> and <em>psionics</em> are basically different labels & methods of interpreting supernatural phenomena (the same could be said about <em>super powers</em>, as well).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1328452, member: 871"] I voted Yes, because I honestly think that it's a quick & easy system to use and learn. When teaching (& trying to acquire) new players, the easier a system is, the better. It's one of the reasons why I like 3.X D&D the most--higher is better (unlike previous editions of the game). However, I do think that an alternate system may be viable, provided that it's easy to use & learn. Spell points are cool, but it does demand a degree of micro-management that takes away from the ease of the game (& frankly, adds another number-pool other than Hit Points for a player to keep track of). I'd prefer that the magic system would be a bit more generic. The protection from X spell would be 1 spell, though the caster would have to select an AL axis (good, evil, law, or chaos). The energy bolt spell would basically work like a [I]lightning bolt[/I], but the spellcaster would choose the type of energy used (lightning, sonic, fire, acid, cold, or magic/eldritch). It'd help cut down the volume of spells (to a degree). I'd also prefer a system of spell prerequisites to be used again, to reflect the idea that a spellcaster is building/expanding on the knowledge gained before. For example, in order to cast [I]fireball[/I], a mage must first know how to cast [I]burning hands[/I], & possibly a few other fire-related spells. Or a mage may need to know [I]mage hand[/I] before gaining [I]fly[/I], [I]levitate[/I], or [I]telekinesis[/I]. In essence, the spellcaster knows only 1 spell, but his/her ability/application/power/mastery of the spell grows as the caster grows. Then again, IMHO, I'd personally prefer that there'd be [I]no[/I] distinction between magic & psionics, much less arcane & divine magic. I think that [I]magic[/I] and [I]psionics[/I] are basically different labels & methods of interpreting supernatural phenomena (the same could be said about [I]super powers[/I], as well). [/QUOTE]
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