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[Interest Check] [D&D 5e] A different kind of magic setting...

Hello darlings!

So, I recently got an idea for making a different sort of High Magic type 5e game. As I love to craft worlds that work a bit differently from what you're used to, I instantly grew enamoured by this idea, but I'm not sure how well it would be recieved xD

The core idea for the world is that Casters in itself does not exist (so any class that recieves spells, along with sub-classes), but magic still very much exist, in the form of crystallized essence of the primordial chaos from when the world was formed. These crystals are harvested and used in conjunction with certain equipment to allow for magical items, the casting of magic as we used to know it, or even magical weaponry, like Magitech-like cannons that unleash bolts of lightning and airships.

So for instance, a small red crystal might be inserted into a sword to enable you to deal added Fire Damage, while inserting a yellow crystal in your armor may make you resistant to Radiant Damage. As you can see, the crystals grant different effects if inserted into equipment (which will require specified slots), but they can also be used to cast spells, though I'm still working on how to fully implement this.

Of course, since casters are out, that leaves players with only 4 actual class choices: Barbarian, Fighter, Monk and Rogue, though with the sub-classes and different crystals, I'm sure it is possible to create a diverse party :)

Would anyone think such a setting could be interesting to explore?
February 14 (7 years ago)
Sounds cool--sorta-kinda Eberronish, with a bit of Final Fantasy in it. What happens to "magical" class archetypes, though? I don't just mean the ones with spell slots, like the Eldritch Knight. What about, for example, the Totem Warrior barbarian, who gets rituals and supernatural abilities by communing with animal spirits? Or, for that matter, anything the monk does that involves ki. Would that stuff still be there?
Hm sounds interesting. I will say an idea I have, maybe not completely get rid of magic, but instead make it so you can obtain certain gems that you can channel your inner energy through to cast spells maybe? Plus this is very limiting still, considering even rangers have been removed from the equation, and the wisdom stat is taking a huge backseat 

Daniel S. said:

Sounds cool--sorta-kinda Eberronish, with a bit of Final Fantasy in it. What happens to "magical" class archetypes, though? I don't just mean the ones with spell slots, like the Eldritch Knight. What about, for example, the Totem Warrior barbarian, who gets rituals and supernatural abilities by communing with animal spirits? Or, for that matter, anything the monk does that involves ki. Would that stuff still be there?

The Totem Barbarian and Ki would still be there (though some of the sub-classes for Monk would be out, such as the element one). It ould really be a pick and choose on which ones are "too" magical and which are not :/

Jason W. said:
Hm sounds interesting. I will say an idea I have, maybe not completely get rid of magic, but instead make it so you can obtain certain gems that you can channel your inner energy through to cast spells maybe? Plus this is very limiting still, considering even rangers have been removed from the equation, and the wisdom stat is taking a huge backseat 
If I did it like that, it would lose its point in my opinion. And yes, it is limiting in Class choices, but your options are still great for characters, as you can now "pick and choose" with spells and craft your own magic weaponry and armor by imbuing it with magical crystals. I also don't see how Wisdom necessarily takes a backseat. It's still a stat for some really good skills, the Monk needs it for unarmored defense, and it could be the default casting stat for certain spells or something.

February 14 (7 years ago)
I could see the crystals for arcane magic (warlocks, bards, wizards, sorcerer, eldritch knight, & arcane trickster). But like the totem barbarian, druid and ranger use nature based divine magic. Paladins and clerics get their "casting" from their deities via worship. 
The totem magic would probably stay as its minor, but all major spellcasting is through crystals 
While in theory this sounds interesting, it leaves a lot to be desired about balance. On the GM part he has to balance around the lack of magic on the player side so things like enemies outnumbering the players must be taken with care due to the lack of fireballs or spells that mass stun as well as other problems that are supposed to be solved by magic rather than simply bashing your head against it. You also lose most of the healing abilities and though healing is not good in 5e, it's also true that having someone healing word someone that went to 0 is pretty great.

Then there is a problem of balance between the classes themselves which some are definitely better than others when you think that the only viable options are bashing things on the face (or shooting anyway).

Lastly you are making all magic items be available only through the crystals which means that all other magic items are pretty much gone and for some classes there are such things as key magic items that are a must have.

This idea seems good, but probably not using the D&D 5e ruleset.
February 14 (7 years ago)

Edited February 14 (7 years ago)
You seem to forget that with the crystals, they can USE fireball and healing spells, without being of a spellcasting class. That's the whole point. And yes, magic items are out, because the players will instead create their own magic weapons. This is designed not to create a lack of magic, but an abundance.
No I don't. The thing is, spells are often tied with a stat for the DC. When it's items it depends on the item. Let's also not forget that spellcasters want to cast spells because that's the best use of their time where physical classes want to beat enemies with their weapons since that's the best use of their time. Can a Fighter cast a fireball? Sure but he's probably better off just doing his 3 or 4 attacks in his turn as it will result in better damage. It's all about how a class is designed to be a damage dealer, tank or support.

As for players creating magical items, that could be interesting but I guess it would depend on the mechanics of that.
Who's to say I wouldn't have it be tied to a stat? This is spells as normal, but to use them require an item, it is not the item that is expended or whatever to make the spell. And the point is to make people think creatively and make something new and interesting, isntead of being the same old deadbeat "I swing my sword at him...." kinda guy.