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General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="James Gasik" data-source="post: 9610044" data-attributes="member: 6877472"><p>I don't really think that spells themselves are the problem- it becomes quite a chore to justify why a spellcaster can do X but not Y. Personally, the big problem is being able to swap out your spell list easily.</p><p></p><p>Look at the Sorcerer class. They get very few spells that have to be carefully chosen. Take a useful utility spell? Then you do without another spell. Niche spells become very difficult to justify, so you select only those ones that are useful most of the time.</p><p></p><p>I remember a conversation I had with someone griping about Goodberry in modern D&D and I was like "now wait a minute, that's been a Druid spell since AD&D! How come it's a problem now, and it wasn't back then?"</p><p></p><p>And his reply was simply that 2nd-level Druid spells (which Goodberry was at the time), were generally as many Cure Light Wounds as you could cast (since CLW was a 2nd-level spell for Druids)! The opportunity cost for having Goodberry meant there was little magical healing you could provide!</p><p></p><p>If we didn't have modern Clerics and Druids able to swap their spell lists around daily, that would cut back a lot of issues, I think. As for Wizards, since it takes time + money + opportunity to greatly expand their spell lists, I don't think it's as big a deal for them to be able to swap spells around, but YMMV.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9610044, member: 6877472"] I don't really think that spells themselves are the problem- it becomes quite a chore to justify why a spellcaster can do X but not Y. Personally, the big problem is being able to swap out your spell list easily. Look at the Sorcerer class. They get very few spells that have to be carefully chosen. Take a useful utility spell? Then you do without another spell. Niche spells become very difficult to justify, so you select only those ones that are useful most of the time. I remember a conversation I had with someone griping about Goodberry in modern D&D and I was like "now wait a minute, that's been a Druid spell since AD&D! How come it's a problem now, and it wasn't back then?" And his reply was simply that 2nd-level Druid spells (which Goodberry was at the time), were generally as many Cure Light Wounds as you could cast (since CLW was a 2nd-level spell for Druids)! The opportunity cost for having Goodberry meant there was little magical healing you could provide! If we didn't have modern Clerics and Druids able to swap their spell lists around daily, that would cut back a lot of issues, I think. As for Wizards, since it takes time + money + opportunity to greatly expand their spell lists, I don't think it's as big a deal for them to be able to swap spells around, but YMMV. [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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