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What Magic System do you prefer?
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<blockquote data-quote="Tectuktitlay" data-source="post: 6839442" data-attributes="member: 82812"><p>For D&D, I think I prefer spell points overall, with 5e's method being a very close second. I always found the notion that you have to memorize spells ahead of time to be silly. If you know a spell, if you've studied it, you should be able to cast it anytime you want, provided you have the materials with which to do so. Limiting potent spells by having difficult to acquire or expensive (or both) components is fine. Limiting them by saying you just...forget how to cast it until you've slept on it? That always struck me as ridiculous, from the first time I played D&D ~35 years ago. It throws me right out of my suspension of disbelief. </p><p></p><p>Even preparing most of a spell then finishing what little bit is left when you want to release the energy, while more palatable, struck me as rather silly. While I can see that for wizards, perhaps, it is the divine and primal classes where that fundamentally breaks down for me. Clerics and druids, especially clerics, ask for what they need from their god (or nature itself) as they need it. Having them prepare spells ahead of time is so frigging asinine, to me. Period. Like, it's close to a deal-breaker, really. I think clerics in particular should be on some sort of a system where they can just cast every spell they know as often as they want, but the more and more they cast spells, especially more potent spells, in a limited time frame, the more likely they are to piss their god off for demanding too much. Moreover, the more they cast spells when it's merely a luxury, and not a NEED (or not something that directly furthers the goals of that god), the more likely they are to tick said god off. I also think that clerics of each god likely should have their own unique spell list, actually. Giving every cleric access to spells of every kind of effect across the board? No. The god of trickery isn't likely to give their followers flashy, explosive combat spells, or powerful buffs for their allies, possibly not even healing spells. Some gods of the dead would give healing (as some gods of the dead represent both life and death, the circle of life itself, not merely death), but many would NOT. Healing and pacifistic gods would certainly not give damaging spells, possibly not even offensive-oriented buffs, sticking primarily to healing spells, defensive buffs, etc. </p><p></p><p>Of course, my favorite magic system ever is Mage: the Ascension. So...if D&D could ever come close to a system like that, I'd be all for it. >_> </p><p></p><p>But really, on the whole, I think spell points best mimics the basic concept of bringing to bear your magical prowess by utilizing the spells you've studied and understand. Got off on a minor tangent there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="Tectuktitlay, post: 6839442, member: 82812"] For D&D, I think I prefer spell points overall, with 5e's method being a very close second. I always found the notion that you have to memorize spells ahead of time to be silly. If you know a spell, if you've studied it, you should be able to cast it anytime you want, provided you have the materials with which to do so. Limiting potent spells by having difficult to acquire or expensive (or both) components is fine. Limiting them by saying you just...forget how to cast it until you've slept on it? That always struck me as ridiculous, from the first time I played D&D ~35 years ago. It throws me right out of my suspension of disbelief. Even preparing most of a spell then finishing what little bit is left when you want to release the energy, while more palatable, struck me as rather silly. While I can see that for wizards, perhaps, it is the divine and primal classes where that fundamentally breaks down for me. Clerics and druids, especially clerics, ask for what they need from their god (or nature itself) as they need it. Having them prepare spells ahead of time is so frigging asinine, to me. Period. Like, it's close to a deal-breaker, really. I think clerics in particular should be on some sort of a system where they can just cast every spell they know as often as they want, but the more and more they cast spells, especially more potent spells, in a limited time frame, the more likely they are to piss their god off for demanding too much. Moreover, the more they cast spells when it's merely a luxury, and not a NEED (or not something that directly furthers the goals of that god), the more likely they are to tick said god off. I also think that clerics of each god likely should have their own unique spell list, actually. Giving every cleric access to spells of every kind of effect across the board? No. The god of trickery isn't likely to give their followers flashy, explosive combat spells, or powerful buffs for their allies, possibly not even healing spells. Some gods of the dead would give healing (as some gods of the dead represent both life and death, the circle of life itself, not merely death), but many would NOT. Healing and pacifistic gods would certainly not give damaging spells, possibly not even offensive-oriented buffs, sticking primarily to healing spells, defensive buffs, etc. Of course, my favorite magic system ever is Mage: the Ascension. So...if D&D could ever come close to a system like that, I'd be all for it. >_> But really, on the whole, I think spell points best mimics the basic concept of bringing to bear your magical prowess by utilizing the spells you've studied and understand. Got off on a minor tangent there. :P [/QUOTE]
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