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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="TwoSix" data-source="post: 9610200" data-attributes="member: 205"><p>Assuming a D&D-like setting somewhere along the Forgotten Realms-Eberron axis, I would want to see something like this:</p><p></p><p>1) Magic broken up into a several "schools" of effects. Any one class should be skilled in no more than one or two of these. Some classes could be made using thematic subsets of several of these (see: druid, necromancer), but that design should be approached very carefully.</p><ul> <li data-xf-list-type="ul">Spatial, temporal, force magic. Dimension door, magic missile, haste and slow.</li> <li data-xf-list-type="ul">Elemental evocations. Fireball, lightning bolt, cone of cold.</li> <li data-xf-list-type="ul">Shapeshifting. Polymorph and physical buffs like guardian of nature.</li> <li data-xf-list-type="ul">Healing and restoration.</li> <li data-xf-list-type="ul">Influence spells. Illusions and enchantments.</li> <li data-xf-list-type="ul">Conjuring/binding effects. </li> <li data-xf-list-type="ul">Information gathering and enhanced perception/cognition. Guidance, commune, locate object.</li> </ul><p></p><p>2) Nothing more powerful than a current 5e 5th level spell as part of a core class's kit. Access to higher level spells as treasure/found rituals can be a class perk, like magic item attunement.</p><p></p><p>3) Cantrips should have a large but finite casting limit (say, 20/day), to allow for combat use but preventing logical abuses of being cast hundreds of times a day. </p><p></p><p>4) All spellcasters should be "spells known", starting at around 3 at 1st and then scaling up to 12 or so at 10th. Spellbook prep and clerics with 25 spells need to go away. A caster's spell list should be an integral part of the character's identity.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9610200, member: 205"] Assuming a D&D-like setting somewhere along the Forgotten Realms-Eberron axis, I would want to see something like this: 1) Magic broken up into a several "schools" of effects. Any one class should be skilled in no more than one or two of these. Some classes could be made using thematic subsets of several of these (see: druid, necromancer), but that design should be approached very carefully. [LIST] [*]Spatial, temporal, force magic. Dimension door, magic missile, haste and slow. [*]Elemental evocations. Fireball, lightning bolt, cone of cold. [*]Shapeshifting. Polymorph and physical buffs like guardian of nature. [*]Healing and restoration. [*]Influence spells. Illusions and enchantments. [*]Conjuring/binding effects. [*]Information gathering and enhanced perception/cognition. Guidance, commune, locate object. [/LIST] 2) Nothing more powerful than a current 5e 5th level spell as part of a core class's kit. Access to higher level spells as treasure/found rituals can be a class perk, like magic item attunement. 3) Cantrips should have a large but finite casting limit (say, 20/day), to allow for combat use but preventing logical abuses of being cast hundreds of times a day. 4) All spellcasters should be "spells known", starting at around 3 at 1st and then scaling up to 12 or so at 10th. Spellbook prep and clerics with 25 spells need to go away. A caster's spell list should be an integral part of the character's identity. [/QUOTE]
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