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General Tabletop Discussion
*Dungeons & Dragons
Why are spells grouped into "levels"?
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<blockquote data-quote="Ruin Explorer" data-source="post: 7982333" data-attributes="member: 18"><p>Earthdawn was such a fascinating and slightly challenging game when it came out. I have a friend, who I still play with occasionally (he lives in the US which, ironically, makes it more challenging to schedule stuff than with my brother who lives in Australia), who was always telling me about new RPGs, and he comes over to the UK, and he's telling me "They made a game like AD&D but way better!" and it's not one of these dubious games like Palladium Fantasy (which was awesome but clearly not "better" than AD&D), but rather this masterfully produced deal that solves virtually every perceived problem with AD&D.</p><p></p><p>And that was Earthdawn, and that was I think true in a lot of ways. Earthdawn had some issues of its own, not least it's idiosyncratic choice of dice, but it was such a brilliant and daring game at the time. And yeah Circles was a perfect example - I was like "Oh wow, they used they right term!". There were so many things - like connecting threads to magic items (which 5E has with attunement, in a minor way!) solved both the problem of "too many magic items" and of "magic items don't evolve with you" (the latter being a frequent complaint in 2E in my experience, because it didn't match up with fantasy novels and so on, where someone might have a cool item for their entire career practically).</p><p></p><p>There was talk of an official 4E-Earthdawn at one point, I don't think it ever came to anything, but that would have been the merging of two gods into one, almost, because they shared so many traits and ideas (only ED got there 15 years earlier!). I think a 5E-Earthdawn matchup could also totally work (maybe even more easily), just adding stuff to 5E.</p><p></p><p>Anyway back on topic the spell levels, but I just thought that was a really interesting reminder, and respect to Earthdawn, even if we never played it half as much as it deserved (to paraphrase Bilbo).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7982333, member: 18"] Earthdawn was such a fascinating and slightly challenging game when it came out. I have a friend, who I still play with occasionally (he lives in the US which, ironically, makes it more challenging to schedule stuff than with my brother who lives in Australia), who was always telling me about new RPGs, and he comes over to the UK, and he's telling me "They made a game like AD&D but way better!" and it's not one of these dubious games like Palladium Fantasy (which was awesome but clearly not "better" than AD&D), but rather this masterfully produced deal that solves virtually every perceived problem with AD&D. And that was Earthdawn, and that was I think true in a lot of ways. Earthdawn had some issues of its own, not least it's idiosyncratic choice of dice, but it was such a brilliant and daring game at the time. And yeah Circles was a perfect example - I was like "Oh wow, they used they right term!". There were so many things - like connecting threads to magic items (which 5E has with attunement, in a minor way!) solved both the problem of "too many magic items" and of "magic items don't evolve with you" (the latter being a frequent complaint in 2E in my experience, because it didn't match up with fantasy novels and so on, where someone might have a cool item for their entire career practically). There was talk of an official 4E-Earthdawn at one point, I don't think it ever came to anything, but that would have been the merging of two gods into one, almost, because they shared so many traits and ideas (only ED got there 15 years earlier!). I think a 5E-Earthdawn matchup could also totally work (maybe even more easily), just adding stuff to 5E. Anyway back on topic the spell levels, but I just thought that was a really interesting reminder, and respect to Earthdawn, even if we never played it half as much as it deserved (to paraphrase Bilbo). [/QUOTE]
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Why are spells grouped into "levels"?
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