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Will the Magic System be shown the door?
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<blockquote data-quote="satori01" data-source="post: 3478247" data-attributes="member: 7859"><p>Arcana Evolved has the best 'Vancian' System. Flavor is added by classifying spells as Simple, Complex, and Exotic...feat selections allow characters to make archetypes not possible now like a Fire Mage, that have Mechanical and Practical effects, (ie you get to know more fire spells, and those spells have greater effects).</p><p></p><p>The system also gives wide access to a number of spells, allows for a degree of spontaneous casting prowess and most importantly gives flexibility through spell weaving...allowing the caster to determine the power of their spells by either combining lower level slots to get more high level slots, or sacrificing high level slots for low level slots.</p><p></p><p>Best of all no Arcane/Divine Magic divide.</p><p></p><p>If Vancian magic stays all of these things need to be in it. The Magic Divide between Arcane/Divine is unnecessary, especial given the light that Druid/Cleric spell progression is no longer the poor red headed step child of the Wizard class.</p><p></p><p>Metamagic feats need to be reworked....to put it frankly some of those effects should be regular options available to any spell caster...and a different mechanism should be in place other than increasing the level of the spell.</p><p></p><p>Spellweaving should be part of the system, at high level your 1st-2nd level slots are almost never exhausted. It encourages the "Barkskin" the whole party play, which is fine...and makes sense, but also adds to the bookkeeping nightmare.</p><p></p><p>Finally some at will, or per encounter based powers need to be added to spellcasters. Masters of magic should have something at their disposal ...be it at will cantrips/low level spells...or magical effects. This way per day spell slots can be made more powerful, and everyday things like Mage Armor and the like can be removed from the spell list.</p><p></p><p>3.0/3.5 is the most 'balanced' edition when it comes to magic, to the point where a valid and cogent argument can made that a Spell Caster has to endure a lot more dice rolls to get a similiar effect to what physical combatants can do.</p><p></p><p>Fighters do not have to contend with To Hit rolls & SR rolls & Saving Throws to land an effect.... a damaging effect that often times is not as powerful as a full attack action.</p></blockquote><p></p>
[QUOTE="satori01, post: 3478247, member: 7859"] Arcana Evolved has the best 'Vancian' System. Flavor is added by classifying spells as Simple, Complex, and Exotic...feat selections allow characters to make archetypes not possible now like a Fire Mage, that have Mechanical and Practical effects, (ie you get to know more fire spells, and those spells have greater effects). The system also gives wide access to a number of spells, allows for a degree of spontaneous casting prowess and most importantly gives flexibility through spell weaving...allowing the caster to determine the power of their spells by either combining lower level slots to get more high level slots, or sacrificing high level slots for low level slots. Best of all no Arcane/Divine Magic divide. If Vancian magic stays all of these things need to be in it. The Magic Divide between Arcane/Divine is unnecessary, especial given the light that Druid/Cleric spell progression is no longer the poor red headed step child of the Wizard class. Metamagic feats need to be reworked....to put it frankly some of those effects should be regular options available to any spell caster...and a different mechanism should be in place other than increasing the level of the spell. Spellweaving should be part of the system, at high level your 1st-2nd level slots are almost never exhausted. It encourages the "Barkskin" the whole party play, which is fine...and makes sense, but also adds to the bookkeeping nightmare. Finally some at will, or per encounter based powers need to be added to spellcasters. Masters of magic should have something at their disposal ...be it at will cantrips/low level spells...or magical effects. This way per day spell slots can be made more powerful, and everyday things like Mage Armor and the like can be removed from the spell list. 3.0/3.5 is the most 'balanced' edition when it comes to magic, to the point where a valid and cogent argument can made that a Spell Caster has to endure a lot more dice rolls to get a similiar effect to what physical combatants can do. Fighters do not have to contend with To Hit rolls & SR rolls & Saving Throws to land an effect.... a damaging effect that often times is not as powerful as a full attack action. [/QUOTE]
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