Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Willie the Duck" data-source="post: 9610308" data-attributes="member: 6799660"><p>D&D has certainly paid a price for magic being reliable modular rule-changes that rarely risk anything other than opportunity cost, rarely take more than one game-time-unit, come in large option arsenals, and are all recoverable overnight (+ maybe 10 minutes/spell level reading time).</p><p></p><p>There's rarely as much continuous pushback against the magic-nonmagic dichotomy with game systems where spells cost HP, or can cause you to suffer/explode/become corrupt*, or take days to cast, or you can only generally solve 1-5 types of problems with being a caster at any given time, etc.</p><p><em><span style="font-size: 10px">*these often have their own issues, depending on implementation (such as all-or-nothing consequences, wide differences in GM interpretation, or long-term consequences being meaningless in one-offs).</span></em></p><p></p><p>I've long-since thought that some spells would simply work better outside that framework. Spells like <em>Earthquake </em>have slowly gotten less impressive (until it is more like 'localized earth tremor') once the worldbuilding consequences had to be taken into account. Well, what if it was a spell that took two weeks of casting to make happen*? Now every wizard can't just invalidate castles*<em>.</em> Likewise, each edition we keep having another <em>Wish </em>hornets nest of limits and word parsing and loopholes and an inevitable infinite loop**. That one I think would work better as simply following the rules for magic item crafting, rather than spellcasting.</p><p><em><span style="font-size: 10px">*kinda like the 'cast every day for a year to make permanent' spells in 5e </span></em></p><p><em><span style="font-size: 10px">**unless they are hidden underground in precise locations for two weeks, which is a great plot hook</span></em></p><p><em><span style="font-size: 10px">***or toothless consequence, like simulacrum doing it for you or the ageless race in wishes-age-you editions</span></em></p><p></p><p></p><p>I think that's the other side of the coin. Spells are also 'such a big problem*' for D&D because D&D traditionally gates off large swaths of activity behind magic-only (or magic-only-consistently, or magic-only-well-defined).</p><p><em><span style="font-size: 10px">*YMMV</span></em></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9610308, member: 6799660"] D&D has certainly paid a price for magic being reliable modular rule-changes that rarely risk anything other than opportunity cost, rarely take more than one game-time-unit, come in large option arsenals, and are all recoverable overnight (+ maybe 10 minutes/spell level reading time). There's rarely as much continuous pushback against the magic-nonmagic dichotomy with game systems where spells cost HP, or can cause you to suffer/explode/become corrupt*, or take days to cast, or you can only generally solve 1-5 types of problems with being a caster at any given time, etc. [I][SIZE=2]*these often have their own issues, depending on implementation (such as all-or-nothing consequences, wide differences in GM interpretation, or long-term consequences being meaningless in one-offs).[/SIZE][/I] I've long-since thought that some spells would simply work better outside that framework. Spells like [I]Earthquake [/I]have slowly gotten less impressive (until it is more like 'localized earth tremor') once the worldbuilding consequences had to be taken into account. Well, what if it was a spell that took two weeks of casting to make happen*? Now every wizard can't just invalidate castles*[I].[/I] Likewise, each edition we keep having another [I]Wish [/I]hornets nest of limits and word parsing and loopholes and an inevitable infinite loop**. That one I think would work better as simply following the rules for magic item crafting, rather than spellcasting. [I][SIZE=2]*kinda like the 'cast every day for a year to make permanent' spells in 5e **unless they are hidden underground in precise locations for two weeks, which is a great plot hook ***or toothless consequence, like simulacrum doing it for you or the ageless race in wishes-age-you editions[/SIZE][/I] I think that's the other side of the coin. Spells are also 'such a big problem*' for D&D because D&D traditionally gates off large swaths of activity behind magic-only (or magic-only-consistently, or magic-only-well-defined). [I][SIZE=2]*YMMV[/SIZE][/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
Top