Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
What aspects of D&D magic do you like?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Michael Tree" data-source="post: 1332620" data-attributes="member: 1455"><p>I might as well post on how I answered them.</p><p></p><p>Fire and forget: Change. This is an artifact of D&D history, and could be easily changed without affecting the feel of the game. The most balanced method would be one like the "spells readied" system in AU. Actually I've found this type of system to be even more flavorful and interesting, because characters feel more free to ready cool-but-relatively-useless spells, which they would never prepare in a standard D&D system out of fear of crippling their capabilities.</p><p></p><p>Spell slots: Keep.</p><p>Specific effects: Keep.</p><p>These are neccessary for game balance and simplicity. Besides, specific spells are probably the largest sacred cow on this list. If magic was made more freeform, it might not feel like D&D anymore.</p><p></p><p>Spell components: Change.</p><p>I prefer each class to have its own method of casting spells. This influences my answers to the next couple of questions.</p><p></p><p>Arcane/divine distinction: Change.</p><p>I would prefer to get rid of the distinction entirely, and let each class be its own type of magic. Naturally clerical magic is divine in nature, but there's no reason to create an arcane/divine split for other classes. Why should nature magic be more "divine" than song magic? (In settings where druids aren't required to worship gods, anyway.)</p><p></p><p>Spell failure: Change</p><p>Spell failure chance is fairly importance for the balance of the wizard and sorcerer classes, but I see no reason to make it so for all "arcane" magic. I would like spell-failure a characteristic of specific caster classes, not of all magic that isn't "divine". </p><p></p><p>Unique spell lists: Change.</p><p>I had a hard time deciding this question, and don't really have a strong opinion on it. In the end I decided to vote for change because it makes it easier to create a system where multiclass spellcasting stacks. I wouldn't want a totally generic system, or one that's mostly generic like AU, but a "sphere" system could work.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 1332620, member: 1455"] I might as well post on how I answered them. Fire and forget: Change. This is an artifact of D&D history, and could be easily changed without affecting the feel of the game. The most balanced method would be one like the "spells readied" system in AU. Actually I've found this type of system to be even more flavorful and interesting, because characters feel more free to ready cool-but-relatively-useless spells, which they would never prepare in a standard D&D system out of fear of crippling their capabilities. Spell slots: Keep. Specific effects: Keep. These are neccessary for game balance and simplicity. Besides, specific spells are probably the largest sacred cow on this list. If magic was made more freeform, it might not feel like D&D anymore. Spell components: Change. I prefer each class to have its own method of casting spells. This influences my answers to the next couple of questions. Arcane/divine distinction: Change. I would prefer to get rid of the distinction entirely, and let each class be its own type of magic. Naturally clerical magic is divine in nature, but there's no reason to create an arcane/divine split for other classes. Why should nature magic be more "divine" than song magic? (In settings where druids aren't required to worship gods, anyway.) Spell failure: Change Spell failure chance is fairly importance for the balance of the wizard and sorcerer classes, but I see no reason to make it so for all "arcane" magic. I would like spell-failure a characteristic of specific caster classes, not of all magic that isn't "divine". Unique spell lists: Change. I had a hard time deciding this question, and don't really have a strong opinion on it. In the end I decided to vote for change because it makes it easier to create a system where multiclass spellcasting stacks. I wouldn't want a totally generic system, or one that's mostly generic like AU, but a "sphere" system could work. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What aspects of D&D magic do you like?
Top