So, we’ve done some of the ground work for our themeing. We’ve got our classes down, we’ve got a basic idea for our construction, and we know what “D&D” is. So, how does the game work? 

The environment that D&D takes place in, a tabletop RPG with a focus on storytelling and tactical combat, there are three levels of resolution. Three tiers of granularity in how much we want to simulate the environment. Those three levels are the most simple kind of resolution (like a “strength check” for something coming up but not having a dedicated rule system), the skill resolution (like a “Diplomacy check” for something that has a rules system attached to it but it’s not very granular), and the Combat Resolution System. There’s a huge, wide gulf between type 2 and 3, while there’s barely any difference between type 1 and 2. I feel like we can do better than this.

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The Music of the Spheres

January 13, 2017

So, Divine magic.

That’s a…complicated bag of snakes. Kettle of worms. Can of hammers. Traditionally, for some reason, Divine magic was basically Arcane magic with the serial numbers filed off and some weird aftermarket spells like “Cure Wounds” and “Slow Poison”. So either wildly useful or strangely useless.

We’re gonna change it. Partly by sticking to the hard spell idea, but really digging into the thematic part of it. Instead, Spheres or Domains are going to be the  most important thing to a Divine caster, and will inform how they act, how they cast, and how they see the world. Being a Divine caster should have some kind of obligation, since their devotion is what keeps their magic alive.

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The recently graduated student of the largest arcane university on the continent heading out to make their mark in their old school robes, staff and sling clutched tight in anticipation. The child who accidentally destroyed their house with a sudden burst of flame from their hands, outcast and seeking redemption. A price paid, an oath sworn, blood spilled, and vengeance sought; she left that home for the last time with his head above the door and her Master smiling from beyond. He never learned how, exactly, it made sense to him but just on the edge of the vision he could see the shapes and structures of sorcery…hopefully, on the road, he can learn more. She didn’t care for the books her father studied, nor for the raw power that her brother seemed to delve in, she instead loved her potions, her scrolls, her wands, her devices. They had never been very good at being clear on anything, and the fact that every time they tried to form a spell in their mind caused some part of them to change as well didn’t help matters at all.

These are all Arcanists. At this point they’re all young, they’re all unpracticed, and they’re all learning the ropes in most of the same ways. While they are diverse, and will diverge soon into their adventuring career, early on all Arcane specialists follow the same path – learning their first Engrams and forming their Arcane identity.

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Man, it’s taking me a week to get to this. Arcane is such a mess, thematically and mechanically, in D&D and I’ve been really unsure about how to go about this. What I’m looking for, though, is player agency. Player choice. This is what I’ve come up with.

We’re ditching spells for Arcane. Spells are clunky, weird, and poorly costed. There are some spells that are just obnoxiously powerful for their level, other spells that are totally worthless until you have extra caster levels to cast them with, and yet others that should never be used at all. This is exacerbated in tabletop where “creative” uses of spells have gone on to break the game. The comments here can help explain why the so-called Quadratic Wizard is a problem. On top of that, many Wizard players may come away with a feeling that they’re kind of pidgenholed into a certain kind of play style – even if they’re not playing 4th Edition. The spells are poorly written, which is the biggest problem for me.

So we’ve got to replace the most archaic and traditional D&Dism ever. With something that gives players more agency, which D&D players famously hate. Yay!

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The boxer carefully parried the first punch out of the way and sized up his opponent. Just when another jab came toward his face, he deftly stepped out of the way and followed up with a huge haymaker.

It was easy to dismiss her petite frame and blindness as weaknesses, but combined with her short staff and her training, even the dragon’s bite found only the dirt under her feet. Her stance was strong, her reflexes fast, and her hands moved like water.

His hits weren’t hard, at least at first. His movements weren’t fast, at least at first. He didn’t look strong, at least at first. His opponents were powerful, at least at first.

She knew the honor she was undertaking. She had gone out into the wilds and found a great dire bear and brought it down with only her hands, and a little bit of her head. She had been given the graven axes of her fathers, and their fathers. She could feel the rage welling up inside as she accepted the mantle of Berserker. Read the rest of this entry »

The young elf moves silently, quickly through the Lord’s house. She picks her away around the guards, avoids setting off the Nightingale Floor, and arrives at her destination – the Lord’s treasury. So she kneels down, pulls out her simple tools, and begins to work.

They would never recognize him. As a master spy and confidant to the Prince, he was an expert in disguises. Now, though, with the Empress deposed and the Prince in exile, he needed all of his skills to blend in and find out what had happened.

He always had to fend for himself, ever since the humans came in and killed his parents. He wasn’t the fastest orc, or the smartest, but he was tough and he was good with his fingers. He picked pockets to feed himself and, occasionally, he roughed it out with those who caught him. Hasn’t lost a fight once, but he also doesn’t fight fair.

She cleaned her dagger on the jerkin of the merchant who had refused the Guild’s protection. It’s far too bad that the Merchant’s guild had decided he was worth sacrificing for their petty games. No matter, though – it was simple for her, a single thrust, right between the ribs on his back. No sound, no muss, no fuss.

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A samurai plucks arrows from her quiver and looses them toward an enemy before her, peppering the vicious ogre before dropping from her horse, drawing her sword, and moving in for the kill.

Fighting for his life, the gladiator bashes the first swarming goblin with his shield then throws the shield at the next. His sword cleaves a third goblin as he picks up one of their crude spears and uses it to old the mass back as he figures out his next move.

Plumes of smoke erupt from the guns of the small band of musketeers, picking off the flanks of the advancing force of armored knights. They keep in formation, shooting and falling back, until finally the knights number less than they and their swords leap into their hands for the final struggle.

All of these are fighters. Each and every one of them. They all stem from a single, pure ideal. A fantasy of the warrior who is an expert in all forms of warfare and combat. In Dungeons and Dragons, we call that warrior The Fighter.

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