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What aspects of D&D magic do you like?
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<blockquote data-quote="s/LaSH" data-source="post: 1332178" data-attributes="member: 6929"><p>Fire and forget: Change.</p><p>Spell slots: Keep.</p><p>Specific effects: Keep.</p><p>Spell components: Change.</p><p>Arcane/divine distinction: Change.</p><p>Spell failure: Change.</p><p>Unique spell lists: Change.</p><p></p><p>The coolest things about 3e in this context are multiclassing, feats, and the new casting options it introduced. There's a place for fire-and-forget, but alternatives should be plentiful. Spell slots make it all easy, however - and you can do all sorts of weird stuff with them, stuff that I don't think has even been touched except by metamagic, which only grazes the surface.</p><p></p><p>Specific effects are also good. Any freeform system is going to have tiny, tiny holes in it. That hasn't stopped me from making one of my own, but it's not D&D-integrated. Yet. Point is, D&D spells are specific; if you want a spell that immobilises a target, you've got choices - web, hold, hideous laughter - which all work in slightly different ways; it'd take a lot of freeforming to duplicate that flexibility, or a lot of waffle boiling down to 'just wing it', thus making magic far less precise than the rest of the system.</p><p></p><p>Everything else can change. It's niche protection of a ludicrous extent. One big universal spell pool, each spell having some unique descriptors that the caster has to meet (with feats or class options) before gaining access. This would go a long way towards making D&D just as flexible as it should be. There's no class yet that can do Beorn... but that's getting into territory that I reckon should be done with feat chains.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 1332178, member: 6929"] Fire and forget: Change. Spell slots: Keep. Specific effects: Keep. Spell components: Change. Arcane/divine distinction: Change. Spell failure: Change. Unique spell lists: Change. The coolest things about 3e in this context are multiclassing, feats, and the new casting options it introduced. There's a place for fire-and-forget, but alternatives should be plentiful. Spell slots make it all easy, however - and you can do all sorts of weird stuff with them, stuff that I don't think has even been touched except by metamagic, which only grazes the surface. Specific effects are also good. Any freeform system is going to have tiny, tiny holes in it. That hasn't stopped me from making one of my own, but it's not D&D-integrated. Yet. Point is, D&D spells are specific; if you want a spell that immobilises a target, you've got choices - web, hold, hideous laughter - which all work in slightly different ways; it'd take a lot of freeforming to duplicate that flexibility, or a lot of waffle boiling down to 'just wing it', thus making magic far less precise than the rest of the system. Everything else can change. It's niche protection of a ludicrous extent. One big universal spell pool, each spell having some unique descriptors that the caster has to meet (with feats or class options) before gaining access. This would go a long way towards making D&D just as flexible as it should be. There's no class yet that can do Beorn... but that's getting into territory that I reckon should be done with feat chains. [/QUOTE]
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