Everything's always in the DM's hopefully competent hands. The only issue is whether the game should give concrete advice to the DM. I see no reason why the game should force DMs to wing it without any guidance.
It would be a good idea to regulate the secondary effects of some spells. Until now it was up to the DM to decide the effect of a spell cast in the clash, which sometimes went to create strange situations. With the special rules, the player can act more freely, removing the load to the decisions of the DM. Regarding the effects of a spell you could intervene in various ways, such as where to apply a costly material component to casting the spell, the use of a talent or a skill. Take for example...
View full commentIt would be a good idea to regulate the secondary effects of some spells. Until now it was up to the DM to decide the effect of a spell cast in the clash, which sometimes went to create strange situations. With the special rules, the player can act more freely, removing the load to the decisions of the DM. Regarding the effects of a spell you could intervene in various ways, such as where to apply a costly material component to casting the spell, the use of a talent or a skill. Take for example the lightningbolt. Normally the spell is to inflict damage to targets captured by electricity in its area, and being an instantaneous effect, do minimal effect the surrounding environment. But when the magician operates using a talent, skill or component of a particular material here is that the lightningbolt becomes slightly harder, causing damage to the environment, so you get a side effect. Obviously I do not think any spell should have this kind of feature, maybe a few for each level.
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