DungeonCraft #37: How to Handle Magic in D&D & Pathfinder
Professor DungeonMaster addresses the problem of overpowered wizards and magic in D&D in general. Here are some tips on how to make spellcasting more wild, weird, frightening and fun!
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Upvote for "like Yale."
"The wizard explodes and everyone takes maximun damage. No saving throw" Guys, I think he graduated from Yale.
Witch hunts? Brilliant. Killed for the runes on their flesh? Inspired!
I’m sorry, but the response, “I’m the DM so I’m changing the rules” just breeds resentment and mistrust. I played with a DM once who made a female character take a penalty to using a big weapon because “women are just weaker”. I played with another one who reduced the damage of a players spell because he just “felt it was too powerful”. I never went back to those groups. I don’t want to play with a little king who takes the rules as arbitrary. It disempowers the players and breaks the immersion. With the case of the min-maxer mage who can do 75 damage, my advice is put a tanky monster in the adventure specifically anticipating that spell, let the player enjoy their creativity and mastery of the game rules that we have all agreed on, and then continue the fun after that spell has been used up. Check in with the players afterwards during a decompression and see if anyone else feels the spell/character is unbalanced, then change the rules as a group if necessary. Players are not children.
“Can you copy my Magic Missile spell?! I rubbed an old man’s fungus-infected feet for a year to get that spell! So-how good are you at foot rubs?”
Since you pretty much run games with mostly homebrew rules, why don’t you write your own game? I believe it’ll be awesome. You are gifted with the vision only few men have, reminds me of the story’s about gygax
I have conceal and carry permit given by schools of magic. If casting fireballs with out have taken any safety lessons from a school could result in fines, prison time, and memory erased from knowing the spells.
I know your games are mostly human, but this rule would make Halflings the best wizards. Re-rolling 1s is clutch. "How have you not blown yourself up yet?" "Just lucky I guess."
Your games have a lot of customization. I’d like to see it all together in action in a recorded game. Do you have one or would you be willing to make one?
Magic is incredibly easy to deal with in dnd. Dungeons filled with treasure, unknown areas, and danger inherently solve all problems most modern story driven campaigns suffer from.
I like this system, there are old wizards, there are bold wizards but there definitely aren't any old bold wizards.
Hey, im 23 and me and a few of my friends have just stared getting into dnd we spent a lot of money buying craft stuff to build maps n dingeons and paints and miniatures, we diwnloaded all the rules, the monster manual etc n as an aspiring dm ive watched tons of vids on youtube but they didnt help much, i watched like 6 of your vids and got so much more helpful info, thanks man!
The best part about this ideaology is that if magic is dangerous, everything can be dangerous.
I like DCC's mercurial magic system, too. It gives each wizard a little peculiar flair, and reminds the player that magic isn't a medieval laser-gun. Not even the professionals fully understand it, and you risk more than missing when you alter the fabric of reality.
I love it! this really keeps magic "in check". Something I added to keep mages from going just nuts with heir magic was this; I explained to them when they cast a spell, it is like throwing a pebble into a pond, it causes a ripple that "others" can feel. Try not to throw boulders, as you might just be ringing the dinner bell :).
This makes me think about wizards on the Diskworld. Such dire consequences that they spend most of their time trying not to use magic.
I personally love the System Dungeon Crawl Classics provides: Magic is nothing banal, it is powerful and mysterious and most importan of all, dangerous ..
without going off the rails. NPCs can have access to spells like couterspell or dispell magic. also if a player hacked the spell, so can an NPC. Also if the player hits a minion (1 hp) with a spell that does 75 dmg, at least make the gory explosion look cool. I had a barbarian player in 3.5 rage out on a single 5 hp goblin once, the look on his face when i told him he just decorated a nearby tree with goblin guts, making it appear to be a horrific christmas tree, was priceless.
Great episode Professor. I've been binge watching the episodes regarding how your rules differ from RAW for 5E, and I'm really enjoying the content. Thanks for all your effort.
Can't believe I'm only now discovering this channel! It's rare to see such a stream-lined magic system that ISN'T Vancian magic with spell slots. This is so simple but so evocative.