GreyWulf wrote a short commented summary of the upcoming D&D 4th ed.
summary of the upcoming D&D 4th ed.
Thanks! đ
Hereâs what I think Iâd like in a new magic system. First, letâs list the disadvantages of the current system:
Benefits:
Unrelated bonus link: http://www.shamusyoung.com/twentysidedtale/?p=1292 Shamus Young and his commentators on Gaming Clichés... ;)
â#RPG â#thoughts
(Please contact me if you want to remove your comment.)
â
How about if spells with a Spell Level two or lower than your maximum castable level are castable at will? That way, a 3rd level Wizards can cast 0-level spells at will, a 5th level can cast 1st level spells at will, etc. That would give a significant boost to pure spellcasters without overly imbalancing the game.
What thinks you?
â GreyWulf 2007-08-30 13:04 UTC
---
Interesting take. However:
1. At higher level, magic users would be stronger. I donât think we need to make them stronger at higher levels.
2. At lower levels, magic users remain unchanged. What I would like, however, is for Wiz-1 and Cle-1 characters to be able to cast *Magic Missile* and *Cure Light Wounds* at will. Or, if youâre a mean DM, let them cast *Disrupt Undead*, *Ray of Frost*, and *Cure Minor Wounds* at will...
It really depends on what you mean by âoverly imbalancing the game.â Having extremely weak wizards growing into extremely powerful characters has been one of the joys of old school wizard players. I think getting rid of it will make wizards more fun. Iâd balance things by adjusting the recovery time needed. If a 100% hit using *Magic Missile* every second round is too powerful, then allow it only every third or fourth round. Or if you want magic to be more erratic, allow it only every 1d4 rounds.
â Alex Schroeder 2007-08-30 13:19 UTC
---
Take a look at Earthdawns magic system which pretty much fixes all the issues you list...
â madalex 2007-08-30 15:31 UTC