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What aspects of D&D magic do you like?
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<blockquote data-quote="Turjan" data-source="post: 1332079" data-attributes="member: 3477"><p>That's quite a good selection now <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>I like the concept of spells readied, as a sorcerer. Clerics and Druids have already spontaneous parts of spellcasting.</p><p></p><p>I like to keep the "spellslots per level" concept, because this prevents characters who cast a single spell during all their life. A bit more flexibility, as in AU with it spell slot exchange mechanism, is good, though.</p><p></p><p>As far as specific effects go, I'd like to keep them, though I - again - like the idea of heightened and lessened effects by choosing a higher or lower spellslot for the same spell (hmm, sounds like AU again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p></p><p>I really don't care about spell components, unless the components are expensive. Therefore, I don't have a real opinion here.</p><p></p><p>The distinction of arcane and divine magic should go. Maybe, the ability to cast spells should depend on a mix of ability scores. The momentary system is a bit inconsistent.</p><p></p><p>Well, if the distinction between arcane and divine magic goes, arcane spell failure has to go, too. The "somatic component" approach sounds reasonable.</p><p></p><p>Finally, I think every class should have its unique spell list, otherwise there's no need for classes. Btw, even in AU this is the case. The spells are sorted into types, and not every class can cast every type (be it the simple/complex/exotic distinction or the different "domains").</p></blockquote><p></p>
[QUOTE="Turjan, post: 1332079, member: 3477"] That's quite a good selection now :). I like the concept of spells readied, as a sorcerer. Clerics and Druids have already spontaneous parts of spellcasting. I like to keep the "spellslots per level" concept, because this prevents characters who cast a single spell during all their life. A bit more flexibility, as in AU with it spell slot exchange mechanism, is good, though. As far as specific effects go, I'd like to keep them, though I - again - like the idea of heightened and lessened effects by choosing a higher or lower spellslot for the same spell (hmm, sounds like AU again :D). I really don't care about spell components, unless the components are expensive. Therefore, I don't have a real opinion here. The distinction of arcane and divine magic should go. Maybe, the ability to cast spells should depend on a mix of ability scores. The momentary system is a bit inconsistent. Well, if the distinction between arcane and divine magic goes, arcane spell failure has to go, too. The "somatic component" approach sounds reasonable. Finally, I think every class should have its unique spell list, otherwise there's no need for classes. Btw, even in AU this is the case. The spells are sorted into types, and not every class can cast every type (be it the simple/complex/exotic distinction or the different "domains"). [/QUOTE]
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What aspects of D&D magic do you like?
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