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General Tabletop Discussion
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="Hussar" data-source="post: 9610032" data-attributes="member: 22779"><p>Personally? I would LOVE to see magic get reined WAAAAAY back in. There are far too many spells that negate the need for planning or though. And it goes all the way back to the early days of the game. Why did we get spells like "Continual Light"? Well, because back in the day, gaming was mostly dungeon crawling and time keeping was a major thing. So, it meant that as you delved deeper into the dungeon, you needed a light source. Tracking light was fun for a while, but, it became a chore, so, out comes Continual Light and we no longer need to track light sources.</p><p></p><p>The fact that a permanent, non-heat generating light source would massively warp a game world wasn't even a consideration because, back then, no one really cared about world building to much of an extent. That all came later.</p><p></p><p>Of course, back in the day, the easiest solution to limiting all these kinds of spells was simply the fact that casters just didn't get that many spells to begin with. Not a lot of clerics are going to take Create Water over Cure Light Wounds. So on and so forth.</p><p></p><p>But, now, with casters gaining so much versatility and choices in how they cast spells, all those limits have been removed. And the fact that so many of the spells are just too damn useful means that they get used over any other choice. </p><p></p><p>IMO, the spell list for casters needs to be pared down to about 6 spells per spell level.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9610032, member: 22779"] Personally? I would LOVE to see magic get reined WAAAAAY back in. There are far too many spells that negate the need for planning or though. And it goes all the way back to the early days of the game. Why did we get spells like "Continual Light"? Well, because back in the day, gaming was mostly dungeon crawling and time keeping was a major thing. So, it meant that as you delved deeper into the dungeon, you needed a light source. Tracking light was fun for a while, but, it became a chore, so, out comes Continual Light and we no longer need to track light sources. The fact that a permanent, non-heat generating light source would massively warp a game world wasn't even a consideration because, back then, no one really cared about world building to much of an extent. That all came later. Of course, back in the day, the easiest solution to limiting all these kinds of spells was simply the fact that casters just didn't get that many spells to begin with. Not a lot of clerics are going to take Create Water over Cure Light Wounds. So on and so forth. But, now, with casters gaining so much versatility and choices in how they cast spells, all those limits have been removed. And the fact that so many of the spells are just too damn useful means that they get used over any other choice. IMO, the spell list for casters needs to be pared down to about 6 spells per spell level. [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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