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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="zakael19" data-source="post: 9613231" data-attributes="member: 7044099"><p>I love the Seeker from Stonetop for this. They don't have any inherent magic themselves, really - what they do have is a handful of Arcana they need to unlock the knowledge and usage of; which have tremendous power, and equally remarkable building consequences on a miss. </p><p></p><p>I think I'd love to see Arcane spell casting focused more on enabling their party members to do things. Give them a basic Blast spell (Cantrip, flavor it as a Magic Missile or Wand Shot, or Fire Bolt or whatever); maybe with an option at L1 to go between a mild AOE or a slightly better one shot; do the usual "this doesnt scale as well as your martial does." Then give them lots of interesting tools to stymie the enemy, enable their friends, pierce magical obstacles, influence the battle space, tackle unique elemental requirements, etc. But as part of a combined arms team, making everybody else more awesome or allowing the DM to deploy interesting puzzles. </p><p></p><p>Screw this "one man encounter ender" stuff. Boring.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9613231, member: 7044099"] I love the Seeker from Stonetop for this. They don't have any inherent magic themselves, really - what they do have is a handful of Arcana they need to unlock the knowledge and usage of; which have tremendous power, and equally remarkable building consequences on a miss. I think I'd love to see Arcane spell casting focused more on enabling their party members to do things. Give them a basic Blast spell (Cantrip, flavor it as a Magic Missile or Wand Shot, or Fire Bolt or whatever); maybe with an option at L1 to go between a mild AOE or a slightly better one shot; do the usual "this doesnt scale as well as your martial does." Then give them lots of interesting tools to stymie the enemy, enable their friends, pierce magical obstacles, influence the battle space, tackle unique elemental requirements, etc. But as part of a combined arms team, making everybody else more awesome or allowing the DM to deploy interesting puzzles. Screw this "one man encounter ender" stuff. Boring. [/QUOTE]
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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