What SHOULD magic be like in D&D?

General questions, debates, and rants about RPGs

Moderator: Moderators

User avatar
Hiram McDaniels
Knight
Posts: 393
Joined: Mon Sep 15, 2014 5:54 am

Post by Hiram McDaniels »

8d8 wrote:
Hiram McDaniels wrote:
Wiseman wrote:So maybe there's just a list of abilities everyone picks from? And then it's just refluffed to fit whatever theme your going for?
Savage Worlds does something similar, where you have fairly generic, effects based powers like "Armor" which just increases the target's damage absorption, but can be flavored as a mystical forcefield, sheathing oneself in a coat of ice, or conjuring armor made of live scarabs.

I like this approach to magic, but the Savage Worlds system as a whole definitely has it's warts.
Or Mutants & Masterminds, which can easily be played in another genre where "I'm a mutant teenager who can turn into an icicle" turns into "A genie cursed me with the chill of death" or "I am the end of all things, witness the stillness of entropy!" It's amazingly flexible if what you want is D&D-level super powers.
If I'm going to kitbash a supers game into a Fantasy RPG, I prefer BASH.

M&M is way too chunky for my tastes.
The most dangerous game is man. The most entertaining game is Broadway Puppy Ball. The most weird game is Esoteric Bear.
Post Reply