Showing posts with label triage. Show all posts
Showing posts with label triage. Show all posts

Wednesday, 30 June 2010

Spells of Damage

A huge chunk of the 3.5 spell list is damage spells in every conceivable variety of energy, range and effect.

This takes me back to AD&D days. Has anyone ever rolled up Magic Missile in their spellbook and said "Darn, wish I'd gotten Burning Hands instead"? For that matter, what's the point of a low-level damage spell that you have to touch someone for, or one that burninates the henchman protecting you as well as the enemy? Magic Missile is darn near perfect - it cuts through most energy immunities, has a good range, hits automatically in most early editions. A lot of other damage spell ideas are either minor variations on it, or just unsuitable for someone with a 4 sided hit die and no armor.

Be it resolved that the most parsimonious way to treat direct damage spells at early levels is the good old Magic Missile, in one form or another; some way to set things on fire from a distance (fire is fun); and ... perhaps using Animate Rope to strangle? Any other varieties of the blast'em spell, I fear, will only reinforce the idea of the magic-user as arsenal rather than problem solver at low levels.

Tuesday, 29 June 2010

The Cleric's Due

Continuing the spell list triage project.

It's easy to throw out those spells in 3.5 that are meant for arcane archers and other fighter-spell user types.

Harder to decide is where the job of the cleric ends and the magic-user begins. As a kind of anti-homage to 4e I want their duties and ways to be more sharply defined from each other, not less. At stake here are a number of "buff" spells such as Protection from Evil (and all the other alignments) but including anything that might benefit another character - Enlarge/Reduce, the variety of minor aquatic environment spells, and so on.

Let me present a perspective on the difference between divine and "arcane" magic I consider enlightening. It's from a book I read back in the 90's when my scholarly pursuits involved a heavy dose of Tarot and hermeticism strictly on the side. The author is an anonymous Russian convert to Catholicism and the book is Meditations on the Tarot.

Fortunately there is a summary of the first few chapters available on the Web so I don't have to dig up my old notes. The relevant chapter is on the Empress; the relevant section about the practice of sacred magic, which corresponds to the miracles of saints and the Bible. This is contrasted with personal magic and sorcery.

In sacred magic, the act has the aim of restoring freedom to others; is carried out through holy means; and has Godhead as its source of power. Other forms of magic deviate from this script at the caster's own spiritual peril, and tend to deny freedom to others, by enslaving their will or harming them. Personal magic in particular has the peril of descending into sorcery, in which the caster becomes the tool of "elemental forces" - demons from the human unconscious, more terrifying than the Devil and his minions because they are not bound by the same rules.

There is so much that is fascinating in the chapter. I am going to have to return to it when considering clerical magic, because that spell list forces a direct confrontation with the ethics of magic and indeed, with the alignment and ethical system reflected in one's game. In the meantime I am going to use it, in spirit rather than literally, to back a separation between the magic-user's personal magic and the sacred magic of the good cleric or the sorcery of the evil wizard. It is possible in my final system - depending on the desire of the setting's controller - to allow magic-users access to some aspects of "white" and "black" magic. After all, a lot of us can't live without skeleton-raising sorcerers and wizards who blast evil with holy names. Right now, though, both spells like "Protection from (alignment)" and necromancy spells are peripheral to the core list.

This also gives a cue as to which helpful spells are in the spirit of personal magic / sorcery and which are more sacred. Certainly, healing is presented by the Meditations' author as a way to restore freedom to another individual, corresponding nicely with the game reasons to restrict it to clerics; direct protection of others from harm is another general way to maintain freedom, and abjuration of hostile effects is a third. It's intriguing, if definitely too radical, to contemplate a world in which only clerics can Dispel Magic ...

The helpful effects of personal, magic-user magic should therefore either apply to the caster's self (Shield, Expeditious Retreat) or ideally, when affecting others, be as potentially problematic as liberating. Magic-user "buffs" should not just be bonuses or added skills but should have profoundly weird effects on the recipient. Examples of good spells for this are Enlarge/Reduce, or my weightlessness spell that combines Jump, Feather Fall and Tenser's. As a side effect ... this tends to encourage creative uses of the spells.

I realize that this all is just an echo of the deep understanding of morality and spirituality within the Empress chapter in the Meditations. Indeed, I think that source deserves to inspire a dedicated magic system top to toe. There is a way to do this within a D&D setting, as I'll show in my cleric writings, but it certainly calls into questions many assumptions in a game of uneasy alliances between sword-and-sorcery treasure seekers, scholarly wizards, holy crusaders from the Middle Ages, and Tolkien nonhumans.

Sunday, 27 June 2010

Fun Killers and Creativity Stiflers

So, phase one of the function triage project for the roughly 100 1st level spells in 3.5 D&D. First criterion: does it just duplicate things that players can or should be doing for themselves, with skill, thinking, or equipment? Here are the ones that don't make it by this criterion.

Alarm: This is a marginal one. On the one hand, it's really more an NPC spell to make things harder for the party. I'm all in favor of NPCs having spells from diferent books and playing by different, unpredictable rules. Players who want to set up a guarded camp or area, arguably, should just set watches or rig up contraptions. On the other hand, it can be useful in those situations, to guard a player's stuff, keep an eye on the mule you left outside, and so on. On the balance, it feels more like a cantrip-level spell. I'm leaving it out.

Hold Portal: As I said - use spikes, benches, logs, anything but magic. I don't care if this spell was featured in the Lord of the flippin' Rings. Cmon Gandalf, you're a Maia, you must know Wizard Lock?

Detect Secret Doors: Pretty much the definition of a character/player skill usurpation. Ditto Instant Search, Spontaneous Search, and the numerous spells that give a bonus to skill checks in 3.5. You want spells to do something special, not just buff along another character's specialty.

Discern Bloodline: Leaving aside the Himmleresque implications of this spell, it is a fun killer par excellence. It is normally completely useless except when the party suspects there is a doppleganger or other deceptive creature around. Then, in the true "party vs. referee" spirit, if they have this spell they get to laugh at the exposure of the plot. It's this adversarial mentality that leads to the creation of such spells that are so useful for the party. Then the DM institutes heavy-handed countermeasures. Ooh, the doppleganger is wearing a special medallion of non-detection. Hey, teleport and passwall don't work in this dungeon due to "magical energies" in the wall.

I'm giving this Nazi spell the heave-ho and that also goes for Identify, Know Protections, and Locate City. There is a place for divination magic in a way that can help and not stifle good old detective work. These spells aren't in that place.

Mount: Buy a horse. I can see maybe a "Summon Docile Creature" spell that would allow more creative applications, but as is, Mount is way too specific.

Tenser's Floating Disk: Buy a hireling. I know this has an illustrious lineage but if players want to be lazy or cheap in hauling treasure, that's what spell research is for, just like in the original Greyhawk campaign. Besides, there's a better replacement for this if we diversify one of the weak first level spells from the list. I'll explain later ...

Erase: This spell just rubs me the wrong way - so to speak. I suppose it could be used creatively, but I'm really only going to favor a spell if it also has an easily comprehended mundane use. Right now it seems only good for tomb inscription vandalism and messing up spellbooks on the sly; any other uses can be substituted for with a wet rag or broom.

Anyway, so that's roughly 18 off the list for now. I hope this clarifies what I meant by "fun murderer" spells. There are more at higher levels, of course, and plenty of medallions, counterspells, fiats and kludges to make sure players don't get to use them.

Also: I should probably restrict myself to the SRD; and probably will once at higher levels. If this exercise is convincing me of anything, it's that most of the non-SRD spells are for one reason or another not fit for the aims of rules-light, player skill driven gaming.