harpy
2011-09-20, 10:48 AM
This is one of those ideas that keep percolating in the back of my head, but I know it would be a fairly deep project, so maybe someone else has already foraged a path.
What I'm thinking about is to create a rarity system for spells, based on a mixture of potency and utility.
Thus, rather than having a wide open list of spells that are available anytime, instead everything would be rated with a rarity (common, uncommon, rare... and maybe very rare and unique).
Two benefits of categorizing spells in this manner:
1. There would be a cost adjustment in gold pieces on this rarity. Perhaps it might be that common spells would be cheaper than the RAW rate, uncommon would be the RAW rate, and rare and above would be more costlier, though still cheaper than the next spell level up.
2. The rarity categories could provide a more rich system for how spells are distributed within the world the GM is devising. So when players go to a town and want to see what the local sage has available, it wouldn't just be totally random for that spell level, but instead be adjusted for the rarity also.
That way searching for spells within the world is a bit more organic, and it provides a better framework for the GM to use in how to shape the "magic marketplace."
It also represents what I would think would reflect an older ancient and medieval mindset, where information is something that is guarded and secretive. The open ended nature of how spells are presented in the current system is a modern "information age" mindset in which the more open the content is the more lucrative and dynamic the marketplace can be. That's fine and all if you want that modern tone, but a traditional draw for the whole D&D genre is to get back to the quasi-medieval tone.
I can only imagine these kinds of discussions were happening in houserules and at cons back in the 70's, so people have to have fussed with this approach before. I'm just wondering if someone has tackled this in the 3.x age?
What I'm thinking about is to create a rarity system for spells, based on a mixture of potency and utility.
Thus, rather than having a wide open list of spells that are available anytime, instead everything would be rated with a rarity (common, uncommon, rare... and maybe very rare and unique).
Two benefits of categorizing spells in this manner:
1. There would be a cost adjustment in gold pieces on this rarity. Perhaps it might be that common spells would be cheaper than the RAW rate, uncommon would be the RAW rate, and rare and above would be more costlier, though still cheaper than the next spell level up.
2. The rarity categories could provide a more rich system for how spells are distributed within the world the GM is devising. So when players go to a town and want to see what the local sage has available, it wouldn't just be totally random for that spell level, but instead be adjusted for the rarity also.
That way searching for spells within the world is a bit more organic, and it provides a better framework for the GM to use in how to shape the "magic marketplace."
It also represents what I would think would reflect an older ancient and medieval mindset, where information is something that is guarded and secretive. The open ended nature of how spells are presented in the current system is a modern "information age" mindset in which the more open the content is the more lucrative and dynamic the marketplace can be. That's fine and all if you want that modern tone, but a traditional draw for the whole D&D genre is to get back to the quasi-medieval tone.
I can only imagine these kinds of discussions were happening in houserules and at cons back in the 70's, so people have to have fussed with this approach before. I'm just wondering if someone has tackled this in the 3.x age?