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Vote Up a 5e-alike: The Current State Of Things (As of 10/27)
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<blockquote data-quote="Lanefan" data-source="post: 9181615" data-attributes="member: 29398"><p>I'm not so worried about Wizard spells here, as at least in theory they're all copied from one book to another and thus there's a good in-fiction rationale for their consistency. Spells for spontaneous casters are a different issue, but if I get my way and there's only one spontaneous caster class then it doesn't matter: that class just gets its own completely-bespoke list and we have done with it.</p><p></p><p>For Clerics, I think the answer is deity-specific variants (DSVs) on each spell. It would serve to make a lot of spells fit better with a lot of deities...but would also, alas, make the spells chapter far longer than it is now as for each spelll you'd have the basic write-up followed by a sometimes-very-long long list of DSVs.</p><p></p><p>I've toyed with going this route for my own game, and have put in some very basic DSVs on a few spells, but to do it right would be more work than I've yet been willing to put into it.</p><p></p><p>I'd want three at minimum, maybe four, as I put a lot of stock in the different background "fluff" mechanics around how the magic is accessed and I think those mechanics could or should dictate differences in how spells work. I'm talking about the difference between arcane (Wizards and subs), divine (Clerics and subs), sonic (Bards), and if such is included, psionic (Psions etc.).</p><p></p><p>Sonic spells, for example, should work differently than arcane spells even if it's the same spell: a Wizard's <em>Detect Magic</em> would make magic things glow a bit but only the caster can see it, while a Bard's <em>Detect Magic</em> should make magic things audibly resonate and anyone paying attention can hear it. That sort of thing.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9181615, member: 29398"] I'm not so worried about Wizard spells here, as at least in theory they're all copied from one book to another and thus there's a good in-fiction rationale for their consistency. Spells for spontaneous casters are a different issue, but if I get my way and there's only one spontaneous caster class then it doesn't matter: that class just gets its own completely-bespoke list and we have done with it. For Clerics, I think the answer is deity-specific variants (DSVs) on each spell. It would serve to make a lot of spells fit better with a lot of deities...but would also, alas, make the spells chapter far longer than it is now as for each spelll you'd have the basic write-up followed by a sometimes-very-long long list of DSVs. I've toyed with going this route for my own game, and have put in some very basic DSVs on a few spells, but to do it right would be more work than I've yet been willing to put into it. I'd want three at minimum, maybe four, as I put a lot of stock in the different background "fluff" mechanics around how the magic is accessed and I think those mechanics could or should dictate differences in how spells work. I'm talking about the difference between arcane (Wizards and subs), divine (Clerics and subs), sonic (Bards), and if such is included, psionic (Psions etc.). Sonic spells, for example, should work differently than arcane spells even if it's the same spell: a Wizard's [I]Detect Magic[/I] would make magic things glow a bit but only the caster can see it, while a Bard's [I]Detect Magic[/I] should make magic things audibly resonate and anyone paying attention can hear it. That sort of thing. [/QUOTE]
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