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General Tabletop Discussion
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What inspired the D&D magic rules and do you like it?
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<blockquote data-quote="Narfellus" data-source="post: 2038967" data-attributes="member: 11040"><p>I am mightily in favor of spell use that does fatigue damage/subdual damage. Green Ronin's Psychic Handbook uses this, and it seems to work pretty well. I've even considered a simple house rule where wizards have much higher access to all the spells in there spellbook, but casting them does 1 point of subdual damage per spell level, plus any metamagic tagged on to that. I haven't tried it in-game yet so i'm not sure of the kinks.</p><p></p><p>Ars Magica takes this a step further by assuming that wizards are naturally the most powerful member of a group, and therefore have the most responsibility. Their abilities have the potential to backfire and physically, emotionally and even spiritually harm the caster.</p><p></p><p>Grim Tales uses an interesting Spell Burn system that doesn't really encourage you to use magic much.</p><p></p><p>For a grittier, more realistic approach to magic, i'm in favor of systems that have a skill roll to check for success, and penalties for failure or wild magic. In basic DnD this would be an aggravant to the adventuring party if there wizard couldn't cast fireball to save their bacon with some amount of reliability. That is the biggest single reason why DnD magic has lost it's uniqueness: it has become as mundane as swinging a sword.</p></blockquote><p></p>
[QUOTE="Narfellus, post: 2038967, member: 11040"] I am mightily in favor of spell use that does fatigue damage/subdual damage. Green Ronin's Psychic Handbook uses this, and it seems to work pretty well. I've even considered a simple house rule where wizards have much higher access to all the spells in there spellbook, but casting them does 1 point of subdual damage per spell level, plus any metamagic tagged on to that. I haven't tried it in-game yet so i'm not sure of the kinks. Ars Magica takes this a step further by assuming that wizards are naturally the most powerful member of a group, and therefore have the most responsibility. Their abilities have the potential to backfire and physically, emotionally and even spiritually harm the caster. Grim Tales uses an interesting Spell Burn system that doesn't really encourage you to use magic much. For a grittier, more realistic approach to magic, i'm in favor of systems that have a skill roll to check for success, and penalties for failure or wild magic. In basic DnD this would be an aggravant to the adventuring party if there wizard couldn't cast fireball to save their bacon with some amount of reliability. That is the biggest single reason why DnD magic has lost it's uniqueness: it has become as mundane as swinging a sword. [/QUOTE]
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What inspired the D&D magic rules and do you like it?
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