Magic is too similar mechanistically classwise and rarely reflects the RP aspect. Let's discuss how it could be different.

I might be willing to participate in a project. I'm wary of over-complicating things. The beauty of 5E is the simplicity. I'd be especially excited about a project centered on demystifying some of the low-level magic through re-flavoring with only minor mechanical changes.

Some brush-ups with this in my game:

  • I use alchemical admixitures in my game, and generally the system of alchemy that depends on already-tested spells and items.
  • The "spell-less" ranger. There's no point in coming up with a huge variety of new features when most of the things you want a ranger to do already exist in spells (hunter's mark, cure wounds, find the path, etc.), and need merely be re-flavored as feats of incredible martial prowess and natural lore. I had a player run one of these for a while before Wizards published their first ranger variant. We just called spell slots, "talent slots."
  • The summoner type caster. I had a PC play a conjuration-focused wizard, who merely decided he was summoning a fire elemental for the purpose of flavor to deliver fire bolt and burning hands, the spirit of an ice devil to deliver fear and ray of frost, etc. This made no difference mechanically, but it was fun flavor. The summoned thing would show up, deliver the effect, and it could remain in place but it could not affect anything in anyway. Anyone who saw it knew it was a summoned essence and not a real "solid" elemental or devil, but it made for good descriptions; it couldn't flank or threaten in melee; it couldn't targeted by attacks (though we might describe how a missed attack against someone near it, hit it and dispersed it).
/r/DnDBehindTheScreen Thread Parent