Seeking the Form

June 22, 2017

So, we’ve already explored why magic in D&D, traditionally, is basically madness given form. The big reason for this is there’s no design format or structure for where spells go, what they do, and how powerful they are for each spell slot. In order to fix this, make my job easier as a designer, and empower players to make their own spells I’m giving each school Spell Forms rather than just spells directly, then building spells out of those rules. It’s like a video game designer first creating level creating tools or something similar then using those to build the elements of the game.

We’re going to start with the Universal school, things all Arcanists have access to intuitively. These are raw forms, things that are born out of feeling rather than direction, and are unrefined. When an Arcanist moves into their specialty, they start learning more structured forms that are informed by their schooling; Warlocks learn to shape their spells using the Forms granted by their patrons, Wizards learn to refine these basic forms into highly technical and specific forms, and even more esoteric spell casters learn even stranger systems.

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Back to School

June 7, 2017

So, the hard part. The real hard part. Schools.

Why are schools important? Well, look at literally all of D&D’s history – schools of magic have influenced what any magician can do as well as what they do well or poorly. This goes even to those that echew schools, like Mages, Warlocks, and Sorcerers. So schools must be addressed in any rewrite.

The problem is schools are so slapdash as a design element that they are nearly impossible to do without just adopting the bad system that already exists.

So I’m gonna have to change them a lot.

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He’s a Magic Man

May 15, 2017

Oof, magic. The biggest elephant in any Dungeons and Dragons shaped 10×10 room with an orc in it.

The problems with D&D’s traditional magic system are both numerous and arcane (hah!) and there’s no silver bullet to them. The answer, I think, is both complicated and difficult but it starts very simply – we need to make each style of magic mechanically different. The two biggest ones, the ones I’m going to talk about here, are Divine and Arcane magic – the focus of the Accolyte and Arcanist classes and all the classes that spawn from them – clerics, wizards, warlocks, paladins, etc.

The first change, I think, goes into how the spells manifest. Arcane spells in this system are going to be mutable, modifiable, and customizable – a reflection of the experimentation and examination that goes into making Arcane magic work. Divine magic, though, is more rooted in the powers they come from. There is no changing the prayers that summon them, and there is no adjusting the expression of that power.

So, details wise, what does this mean?

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