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What solution for "Cantrips don't feel magical"?
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<blockquote data-quote="5ekyu" data-source="post: 7543192" data-attributes="member: 6919838"><p>So, which of your cant see in dark characters shoulda gone around without a light answer in the world egere at night modt nightdms you are blind?</p><p></p><p>Part of the reason for shared soell lists is pragmatic - which rules in the PHB do we take out to make up for four different fireballs that do mostly the same thing - solve the ssme problem - but with flavor diff twixt sorc and warlock? </p><p></p><p>I think if we cut out Shove that gets us one or two. Grapple might get us another two. </p><p></p><p>Now lets talk how many varieties of Fly we need and how important those backgrounds really are.</p><p></p><p>More seriously, another reason for overlap is in-game pragmatism. Its not good to have say bard, wizard and sorc not all able to be the teans primary caster cuz some basic effects that are reasonably needs are divided between them instead of shared. </p><p></p><p>To me, the key to diffetentiating the classes and giving them their own unique flavor is in the other class abilities and how they impact the casting and results. Metamagic vs prepared/school-focus vs spell-singing/inspiration to me dies this **but** it doesnt have to stop there. </p><p></p><p>The GM can, and IMO, should narratively add bits and flourishes that show "wondrous" differences. </p><p></p><p>Fir me, part of that is sensual. </p><p></p><p>Bards get a lot of their descriptives keyed around the sound of their spells - their Hold Person is more like a description of a Harpy Song or a fascination effect, the sorcerer more like mental domination and the wizards more like an arcane mind trap or binding. Detect magic and identify - very different narrative - sounds and whispers/tones vs precise analysis of magic patterns vs instinctive almost reflexive responses.</p><p></p><p>Bards - focus is music item vs the others.</p><p></p><p>I guess for me i want the core rules to provide a useful, manageable framework and leave the flavor, sense of wonder and wow to me.</p><p></p><p>Let the sorc fireball be described as an unearthly blue flame not the wizards more normal. Let the trickster clerics creste water flow up into containers at time of conjury. Let the conjurer fireball be more opening a portal to the realm of fkame vs transmuter igniting rocket pellet vs illusionist crafting/painting the flames.</p><p></p><p>Alarm cast by wizard (magical lazer grid lines) but by ranger (woodland spirits watching over you) necromancer (darker spirits watching) and let each show different flavors of alarm - not all identical ringing. </p><p></p><p>I mean, i want **less** hard-coded flavor for the basic how-to-get-stuff-done bits.</p><p></p><p>I have tossed all their silly childish material components for 2019 and beyond - letting each caster define their own thematic components and focuses - all things grave (bones, grave dirt, headstone pieces, etc), coins, herbs, liquids-blood-inks, inks-paints, fragrant-things, slips of holy writs - whatever. To deal with costly spells, introducing to the setting a harvestable, refinable, craftable and sellable resource for that "fuel."</p><p></p><p>My players and I, my setting and their play - thats where the magic, flavor and wow needs to come from - not from greater complexity hard-coded into the basics and fundamentals.</p><p></p><p>If your game and your players *choose** to use, treat, describe and *imagine* the warlock and the archer as the same - while they certainly may bring similar tools to the table - thats not the book doing that.</p><p></p><p>Happy New Year!!!</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7543192, member: 6919838"] So, which of your cant see in dark characters shoulda gone around without a light answer in the world egere at night modt nightdms you are blind? Part of the reason for shared soell lists is pragmatic - which rules in the PHB do we take out to make up for four different fireballs that do mostly the same thing - solve the ssme problem - but with flavor diff twixt sorc and warlock? I think if we cut out Shove that gets us one or two. Grapple might get us another two. Now lets talk how many varieties of Fly we need and how important those backgrounds really are. More seriously, another reason for overlap is in-game pragmatism. Its not good to have say bard, wizard and sorc not all able to be the teans primary caster cuz some basic effects that are reasonably needs are divided between them instead of shared. To me, the key to diffetentiating the classes and giving them their own unique flavor is in the other class abilities and how they impact the casting and results. Metamagic vs prepared/school-focus vs spell-singing/inspiration to me dies this **but** it doesnt have to stop there. The GM can, and IMO, should narratively add bits and flourishes that show "wondrous" differences. Fir me, part of that is sensual. Bards get a lot of their descriptives keyed around the sound of their spells - their Hold Person is more like a description of a Harpy Song or a fascination effect, the sorcerer more like mental domination and the wizards more like an arcane mind trap or binding. Detect magic and identify - very different narrative - sounds and whispers/tones vs precise analysis of magic patterns vs instinctive almost reflexive responses. Bards - focus is music item vs the others. I guess for me i want the core rules to provide a useful, manageable framework and leave the flavor, sense of wonder and wow to me. Let the sorc fireball be described as an unearthly blue flame not the wizards more normal. Let the trickster clerics creste water flow up into containers at time of conjury. Let the conjurer fireball be more opening a portal to the realm of fkame vs transmuter igniting rocket pellet vs illusionist crafting/painting the flames. Alarm cast by wizard (magical lazer grid lines) but by ranger (woodland spirits watching over you) necromancer (darker spirits watching) and let each show different flavors of alarm - not all identical ringing. I mean, i want **less** hard-coded flavor for the basic how-to-get-stuff-done bits. I have tossed all their silly childish material components for 2019 and beyond - letting each caster define their own thematic components and focuses - all things grave (bones, grave dirt, headstone pieces, etc), coins, herbs, liquids-blood-inks, inks-paints, fragrant-things, slips of holy writs - whatever. To deal with costly spells, introducing to the setting a harvestable, refinable, craftable and sellable resource for that "fuel." My players and I, my setting and their play - thats where the magic, flavor and wow needs to come from - not from greater complexity hard-coded into the basics and fundamentals. If your game and your players *choose** to use, treat, describe and *imagine* the warlock and the archer as the same - while they certainly may bring similar tools to the table - thats not the book doing that. Happy New Year!!! [/QUOTE]
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