Magic-user versatility within a strict Vancian interpretation (now that’s a lame title if I have ever seen one.)

This post grew from watching a video by Aaron the Pedantic (Twitter: @cha_neg) I saw recently, where he mentions things he (as a new guy with that edition) likes about AD&D, second edition. One of them is the Vancian system of magic, with its well-known memorize & lose style of spellcasting. He believes that the restrictions imposed by such a system are a good thing, as they encourage more thoughtful gameplay rather than just “cast whatever you want.” But, paraphrasing from memory, he says that the system is “At the start of the day you pick up which spells you will memorize…”

Although that is, indeed, how most people play and how Vancian magic is usually explained and understood, the goal of this post is to explain that there’s (or could be) more to it than that, and that I believe (whether it was intended or not when the rules were written) that Vancian magic is very versatile if one follows the memorization process as explained in the Dying Earth books, which implies dropping the assumption of “at the start of the day.” Maybe this might help dispell the idea that Vancian magic is broken or doesn’t work in games, which might be of the reasons later D&D editions ignored it. The point is that people who claim such things are not exactly wrong, for Vancian magic can be unnecessarily restrictive, but I believe this comes from a mistranslation from the books to the games or a too gamey implementation of its logic. Also, I don’t believe my reinterpretation requires new, strange rules because what I’m going to say is implied, yet rarely noticed, in the rules themselves. It might be common-sensical for some people.

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Your magic-slinging protag may have ruined magic (unless you’re Jack Vance—then you’re cool.)

Get Mythic, by Amatopia, commenting on a Twitter thread about the decline of a “mythical” feeling in fantasy. The gist of the idea, at the risk of simplification, is that contemporary fantasy has a materialistic feeling. It lacks “a richness, a whiff of the unearthly that permeates everything. Magic is the best word to describe it.” Wonder, awe, whatever you want to call it. Essentially the opposite of a setting where magic has been reduced to supernatural engineering or a form of energy manipulation described by a language (both by the narrator and characters) analogous to the one ushered by the scientific revolution.

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DISUM 19-04-2018

 

  1. You definitely have a problem, Houston.

Ex-Houston 911 operator guilty of hanging up thousands of callers – CBS News 19.04.2018

A former 911 operator in Houston has been found guilty of hanging up on people calling for emergency services. Jurors on Wednesday found 44-year-old Crenshanda Williams guilty of interference with emergency telephone calls, a misdemeanor.

She was sentenced to 10 days in jail and 18 months of probation.

Prosecutors from the Harris County district attorney’s office say she worked as a 911 operator for a year and a half, ending in 2016. Records showed that thousands of calls lasting less than 20 seconds were attributed to her hanging up. She was fired after a supervisor noticed the unusual number of “short calls,”

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A Vancian-inspired (re)interpretation of magic-users and heathen idol-worshippers (i.e. clerics)

You are playing some old skool D&D with your friends and decide that you want to play a magic-user. The DM tells you that level 1 magic-users can only cast one spell per day and, to add injury to the insult, “your starting spells are chosen at random.

You start sweating profusely, but being a hardcore masochist, you accept the ruling and allow Eris, Princess of Chaos and Dice-Rolling, to decide that your magic-user knows three spells (plus Read Magic) of astounding power: Detect Magic, Light, and Magic Missile. Unfortunately, your DM is an ass and does not even know that Light can be used to blind enemies, and, to make things worse, he also uses some weird rule for Magic Missile (1d6+1 of damage, but an attack roll is needed.) In practical terms, that means the destructive power of your character is similar to being able to shoot a single arrow each day. 10 years at the Magic University for this?!

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