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*TTRPGs General
Where Has All the Magic Gone?
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<blockquote data-quote="Ahglock" data-source="post: 4587102" data-attributes="member: 56725"><p>I am disappointed in how for me the magic left the game. I also think a lot of the things that gave it the magical feeling helped balance the game. And 3e became a spell caster paradise because of it. </p><p></p><p>Fireballs not filling a volume made the fireball spell absurdly reliable, same with bouncing lightning bolts. The difficulty in learning spells, making magic items in earlier editions was a huge balancing factor. I loved the chapters in the complete wizards handbook on outfittig your place with a library in order to research spells. When you just learn 2 every level, and the idea of spell research falls away, it stopped feeling like a magical magic system and more like a game mechanic. And it had the side effect of giving spellcasters a power up whcih totally wa snot needed, especially when they are on the same XP scale.</p><p></p><p>Spell wise I remember one of my largest disappointments in 3e was because how clone worked in 3e, a cool story arc in the forgotten realms could not happen. Near the end of 2e, the spell caster(whose name I can't ever remember) who invented the stasis clone spell had an incident. </p><p></p><p>Back in the day clone created a clone, stasis clone was kind of like the 3e clone spell in that it was a you in stasis until your death, but the difference was, your soul did not go to the clone, it was just a clone of you with your memories and level -1. So the story arc was all his clones in stasis became active at once and he had hundreds.</p><p></p><p>Originally if a clone was active on the same plane as the original, both parties felt an urge to murder each other. So hundreds of high level mage clones were running aorund the world, grabbing up stashes of magic and slaughtering each other in the streets.</p><p></p><p>Frickin awesoem to me. In 3e the clone is just a lump of flesh waiting for your sould to enter it. It just took the cool out of it for me when it became a raise dead variant with a trigger. </p><p></p><p>Side note on expected magic items in earlier editions. As pointed out earlier you lost a ton of items due to area of effect spells and effects. Fail a save and then you have to amke a save for every item on your person. Cloaks don't sruvive dragon breath well. Also the hate in my heart for mordinkins disjunction is legendary.(okay I love it, but dang items went down the tubes when that spell came into play) So even if you magically got every item in a dungeon instead of the 30-50% I am used to, you would not be stocked up for long.</p></blockquote><p></p>
[QUOTE="Ahglock, post: 4587102, member: 56725"] I am disappointed in how for me the magic left the game. I also think a lot of the things that gave it the magical feeling helped balance the game. And 3e became a spell caster paradise because of it. Fireballs not filling a volume made the fireball spell absurdly reliable, same with bouncing lightning bolts. The difficulty in learning spells, making magic items in earlier editions was a huge balancing factor. I loved the chapters in the complete wizards handbook on outfittig your place with a library in order to research spells. When you just learn 2 every level, and the idea of spell research falls away, it stopped feeling like a magical magic system and more like a game mechanic. And it had the side effect of giving spellcasters a power up whcih totally wa snot needed, especially when they are on the same XP scale. Spell wise I remember one of my largest disappointments in 3e was because how clone worked in 3e, a cool story arc in the forgotten realms could not happen. Near the end of 2e, the spell caster(whose name I can't ever remember) who invented the stasis clone spell had an incident. Back in the day clone created a clone, stasis clone was kind of like the 3e clone spell in that it was a you in stasis until your death, but the difference was, your soul did not go to the clone, it was just a clone of you with your memories and level -1. So the story arc was all his clones in stasis became active at once and he had hundreds. Originally if a clone was active on the same plane as the original, both parties felt an urge to murder each other. So hundreds of high level mage clones were running aorund the world, grabbing up stashes of magic and slaughtering each other in the streets. Frickin awesoem to me. In 3e the clone is just a lump of flesh waiting for your sould to enter it. It just took the cool out of it for me when it became a raise dead variant with a trigger. Side note on expected magic items in earlier editions. As pointed out earlier you lost a ton of items due to area of effect spells and effects. Fail a save and then you have to amke a save for every item on your person. Cloaks don't sruvive dragon breath well. Also the hate in my heart for mordinkins disjunction is legendary.(okay I love it, but dang items went down the tubes when that spell came into play) So even if you magically got every item in a dungeon instead of the 30-50% I am used to, you would not be stocked up for long. [/QUOTE]
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