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Why does magic work the way it works?
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<blockquote data-quote="Buttercup" data-source="post: 2373560" data-attributes="member: 990"><p>IMC, no player has ever wanted to do this, so I haven't had to think it through. </p><p> </p><p>Again, no player has asked for there to be, but I'd allow these spells.</p><p> </p><p>As others have said, magic missile is the baby step down this road. I really like the idea of renaming it though.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> </p><p>This has always bothered me, and I've never gotten around to coming up with an in-game fix for it. I think though, that in my next campaign I'll have only one spellcasting class, a modified sorcerer, and let them choose spells from all possible spell lists, perhaps using a domain or theme concept. I really like the idea that the world itself secretes magical energy, and certain people can feel/see/taste/manipulate it. Sort of like if most people were color blind, but some small number were not. In that case, perhaps each individual sorcerer would have a talent for using the magic in particular ways. Heck, maybe it would run in families. Clan A would have a facility with healing, buffing and creation spells while Clan B would have facility with illusions and sound related spells, and so forth. Another possibility here would be to have different spell lists for different races. It makes sense, for instance, that dwarves would be able to manipulate the earth's magical energy in ways that humans could never imagine.</p><p> </p><p>If I tweak things as above, I've eliminated this issue. Presently I don't have a good explanation for it, so I just say that the gods work in mysterious ways.</p><p> </p><p>IMC they are.</p><p> </p><p>Believe it or not, I have *never* had a player in 3.X play a wizard. Clerics, druids, sorcerers and bards, yes. So I haven't had to come up with an in-game explanation for Vancian magic. The rest issue I just explain away as recovering from the strain caused by channeling all those energies through one's body. The pre-set lists of prepared spells for clerics and druids I just wave away as those they have prayed/meditated on. Truthfully, if the cleric IMC were to die, I'd change this and give the class a spell progression like the sorcerer's for all future clerics. I'd probably give them 3 or 4 domains, and that would be all the spells they could access, period. No one is playing a druid at present, but if someone wants to, I'll tweak it the same way.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 2373560, member: 990"] IMC, no player has ever wanted to do this, so I haven't had to think it through. Again, no player has asked for there to be, but I'd allow these spells. As others have said, magic missile is the baby step down this road. I really like the idea of renaming it though.:) This has always bothered me, and I've never gotten around to coming up with an in-game fix for it. I think though, that in my next campaign I'll have only one spellcasting class, a modified sorcerer, and let them choose spells from all possible spell lists, perhaps using a domain or theme concept. I really like the idea that the world itself secretes magical energy, and certain people can feel/see/taste/manipulate it. Sort of like if most people were color blind, but some small number were not. In that case, perhaps each individual sorcerer would have a talent for using the magic in particular ways. Heck, maybe it would run in families. Clan A would have a facility with healing, buffing and creation spells while Clan B would have facility with illusions and sound related spells, and so forth. Another possibility here would be to have different spell lists for different races. It makes sense, for instance, that dwarves would be able to manipulate the earth's magical energy in ways that humans could never imagine. If I tweak things as above, I've eliminated this issue. Presently I don't have a good explanation for it, so I just say that the gods work in mysterious ways. IMC they are. Believe it or not, I have *never* had a player in 3.X play a wizard. Clerics, druids, sorcerers and bards, yes. So I haven't had to come up with an in-game explanation for Vancian magic. The rest issue I just explain away as recovering from the strain caused by channeling all those energies through one's body. The pre-set lists of prepared spells for clerics and druids I just wave away as those they have prayed/meditated on. Truthfully, if the cleric IMC were to die, I'd change this and give the class a spell progression like the sorcerer's for all future clerics. I'd probably give them 3 or 4 domains, and that would be all the spells they could access, period. No one is playing a druid at present, but if someone wants to, I'll tweak it the same way. [/QUOTE]
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