Magic is weird. I’ve already gone over how disorienting it is in the entire history of D&D, how it doesn’t make much sense, how the spells are traditionally rooted in some kind of random assortment of what “feels” right and trying to adjust how powerful a wizard is compared to their compatriots – usually hazarding on making the wizard extremely powerful after a few levels. So first I had to deconstruct that mess before I could get around to Arcanist job descriptions.

But get around to it I am!

So, we know that each Arcanist type will have access to new spell-pieces for making new spells. There’ll also be a list of example spells that show what that kind of Arcanist can do with the pieces they have. Arcanists will be, most likely, the most complex classes to play and have the most flexibility to them. This basically means that the Arcanist player is one who likes to do homework for their hobby. Everyone else will be more about an order of opperations question; when do I do things to get the thing done that I want done. How they do those things is different but it’s the same general idea. Arcanists, though, need to come to the table with these little proofs using weird logic gates that, when finished, we call spells.

So who weaves spells?

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The Rogue’s Surprise

April 12, 2017

Fighters might use Stratagem to outsmart and outwit their opponents with planning and quick action, but Rogues try to outsmart their opponents before their opponents even have a chance to act. Rogues use these Tricks to demoralize, undermine, and break their opponents using only their own guile.

These techniques are easy to see, and perhaps even replicate, but only someone who has a true insight into the body, into the weapon, and into the understanding of their foes can understand the Trick behind them.

Rogues, whether the practiced assassin or the intrepid dungeon-delving adventurer, are all possessed of this unique insight.

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Occupational Theory

March 11, 2017

So I’ve got a few ideas for what Occupations should do for their half of Origin. Part of it is inspired by D&D5’s kind of ideal of how a class starts, and part of it borrows the Backgrounds from the same. It’s definitely more than that, though, I think and I’d like to call it “Background” but I’m afraid of calling it something that’d conflict with another system that’s copyrighted. Maybe History? I’m not sure. Anyway, let’s get into this.

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D&D’s Magic is Busted

January 2, 2017

I’m serious. It’s terrible. Vancian magic is absolutely horrible for a game. I’m not going to preserve it, at all, and there’s no reason to defend it. It makes no sense that beings who are otherwise massively powerful and able to manipulate the very matter of the universe with their will alone, essentially, are trapped in the most player and game punishing system possible.

It’s also far, far too powerful as it exists now.

We’re scrapping the whole thing and starting from scratch.

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