What's a Magic User Supposed to Do When Not Using Magic?NTB, I don't know what a magic user is
supposed to do when s/he can't cast spells, but what's a fighter to do when s/he can't wield a weapon to get through a situation? Doesn't that also happen in D&D? This is why I was totally plussed by the question. As it stands and according to this discussion, the fact that there are times when a character cannot engage in it's specialty is, to my view, a non-issue.
There's always going to be some situations that cannot be solved with a single class' abilities that are their primary element of use. Consider, though, that there are also going to be times when, say, a spellcaster may choose to NOT use spells to solve a situation. Various reasons apply here. Possibly they are going to reserve their spells for a more dangerous or problematic situation? What if they are hoping that the melee fighting types can hold their own against whatever it is, allowing them to focus on using spells to overcome obstacles that they cannot?
And in the case of the other characters, they cannot always use their primary talents or class skills, either.
So what's a fighter supposed to do when he can't swing his pointy little piece of metal?
It goes 'round and 'round.
In any case, mages are supposed to be smart, so they should be able to figure something out when they can't cast a spell. Study, education, research, intelligence (which in D&D stats is an amalgam of eduction, nascent intellect, awareness, logic and reason) and experience should make of a mage a formidable thinker and problem solver in any situation that isn't best solved by a drawn sword and brute force. And in those instances, standing out of the way is what they are supposed to do, IIRC.
Ptolemy Was Wrong, Plain and Simple:Again, I will add that all those Feats, and other such things -- while useful in their own right and serve to add variety -- sort of make my point re: the allusion to adding more to the system, vis-a-vis the Ptolemaic concept of just keep adding more to a system that already has some serious flaws in it's initial construction.
If anything, going from 2.0 to 3.0, then 3.5, and now 4.0,
those were the times when the opportune moment to make serious changes to the magic framework was hot and no-one struck that iron.
And I also agree: Spell research has always been a bit 'dodgy' in that the game mechanics -- especially in cRPGs -- do not adequately reflect the scholarly and research aspects of being an Arcane mage. Then again, while I haven't pored through my 3.5 materials, there is a wealth of information in my 1st and 2d edition AD&D materials that details the time, cost and material components necessary to conduct different types of spell research, item creation, enchantments to said items and the like to make a decent stab at creating at least a simulacrum of that for any interested party.
Of course, in a cRPG, such spell research is prohibitive in that the indicators are that most of such things take weeks, at least; months in some cases, and for new and different things, sometimes years. That doesn't translate well to adventuring.
I am, and have been, creating a magic system that initially was based in a 2nd ed AD&D game framework. It was originally going to use a simple spell point system, but when I dug it back out of mothballs, I realized I had to account for Druids, Mages, Bards, Clerics, Paladins, Rangers and now, Spellcasting PrCs, Warlocks, Sorcerors, all of whom use and accrue magical power in slightly different ways.
I could see a Vancian system for Arcane Magic. Even owing for Deific and Nature magic (those would be for Clerics/Paladins and Druids/Rangers) as well as for Bardic magic (which I have trouble classifying as either Nature, Deific or Arcane) not using a method of holding the forms in their heads, waiting to be released. I mean, it really just doesn't hold together. A deifically granted magical power supposes that your deity grants this boon and allows it to be held within the being and used as this being sees fit, releasing it with the completion of a prayer or command, perhaps, that also works to invoke the name of their deity? I guess. But that's not really Vancian casting, even though the method and order and slotting of spells all works from that. Vancian-like, yes, but not strictly Vancian. The Vancian system really only applies to Arcane magic, scholarly study and research, training and preparation.
And this is ultimately, why I don't like the Vancian system as a whole. As a game mechanic in D&D it is made to work, but for Clerics, Priests, Bards, Paladins, Rangers, Shamans, and any other character class that doesn't use specifically Arcane magic, there's really no basis for the mechanic in the first place. It doesn't hold up within the framework of the way magic is posited to work, because with Deific, Nature and Arcane Magics (at least, possibly more) at loose in the world, the strictures of the Arcane study, research and education in the specific nature of magic and how it is held in the mind doesn't hold up for the other kinds of magic available. And it in no way comes remotely close to explaining the nature of a Warlock or a Sorceror as a class of magic user that somehow just has, either an affinity for using magic untrained; or, due to some background lineage, has magic in their blood -- and so the rules no longer apply.
That's where I see the disconnect. Of course, it's obvious I overthink things in this manner and so no-one should worry, really. For me it's an academic pursuit of fitting magic -- any magic -- into a framework that allows you to be either a Druid, Shaman, Witch (using Ritual magic as well as Nature magic) or a Priest, Cleric, Monk or Paladin (as well as things like the Assassin, Pale Master, etc.) using Deific and/or Demonic and Ritual magics, or being a Bard *(using something I have termed Bardic magic, which might be an offshoot of Nature magic, as it taps into the flow of magic in all people, as well as creatures and nature) or some combination.
Vancian Casting is pretty much just that. If, in the system I am working up, you wish to use a Vancian Rule of casting for Arcane mages, great! There will be an allotment of spell points in your mana pool that matches the number and level of spells you can cast, and you can 'enforce' the limits of Y spells of X level, per level and use the whole Fire and Forget system and skip using the spell points, or use the spell points and allow a character to decide how many and of what type spells they can 'hold in their mind' as long as they have the alloted spell points to do so. Or... you could decide that they have X spell points to use how they see fit. Cast a 1st level spell, it costs this many points to cast. Cast a level 2 spell and it costs this many.
If you wish to get more involved, you could say that, a level 6 mage could cast a level 1 spell as a 6th level *(you know how spells improve in power, range, area of effect as a mage's level increases) caster, or reduce the spell point cost and cast said spell at a lower level of power. Or, hey, take a bit of a chance and 'pump' up that spell, by expending additional spell points and cast that 1st level spell as if you were a 7th or 8th level caster (and increase the risk, of course, of spell failure or loss of HPs as you accidentally draw off your own life force instead of your mana pool.)
That's the kind of system I envision. One that allows for Vancian Casting, or any other form of casting -- all residing within one larger framework. Sort of like using Newtonian Mechanics to describe your physical world, even though Einsteinian Mechanics does a more comprehensive job, or a more Hawking-esque set of mechanics going even further. The Newtonian mechanics will work, and they work well for many things, but some things they cannot cover and so another system must be used.
All those Physics Models or Mechanics fit underneath an overarching system that allows them all to work, because this larger system's rules encompass them and more. I see Vancian Casting as a subsystem of how magic
could operate and I can also see how it could operate side by side with a deifically granted set of spells that don't work by the same rules, as well as a Druidic and/or Shamanic system that also works or operates in the same plane, with slightly different rules from Arcane or Deific magic.
And, ultimately, that's my beef with a Vancian System of magic. It doesn't fit the concept of Shamanic/Druidic Magic, or Deifically granted spells, nor does it account for Warlocks, Sorcerors or Bards. It cannot 'explain' how some creatures, due to their nascent magical nature, can use magic, either. And so, like Ptolemy telling the rest of humanity, "The world is the center of the universe and that the sun revolves around us" -- no matter how many more calculations, explanations and ideas you add to that framework to support and uphold the idea -- it's still wrong. It cannot explain or encompass the entirety of, not only the whole idea, but even the observed data that indicates you're off the mark in the first place.
Now like I said, that's probably just me overthinking things. I come at this from a writer's perspective of, "Does this idea logically and wholistically support itself within the framework of the system being created?" As a board wargame designer, PnP module and game world designer, as well as a story teller, I have to say, "No, the Vancian system, in D&D, does not do this." And no amount of extra ideas, added complexity to explain the movements, new classes, new casting methods or explanations that don't start from scratch is going to make that so.
All that said, I do play D&D and work within it's strictures as a player and I still have fun with it. From a design standpoint I don't like it. From a player's standpoint, I use the rules I am given and do the best I can. And as long as I can do that and have a good time, then that's really enough, in the end.
best regards,
dunniteowl
Modifié par dunniteowl, 07 septembre 2010 - 02:23 .