Remaking Magic: 4 Pages of Spells Per Class

Posted Leave a commentPosted in Anima, DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Mechanics, Rules, Spells

Of all of the decisions I’ve made during the development of Heroes Against Darkness, the page limitation on spells per class is – at first glance – amongst the most arbitrary.  However, my hope is that this limitation actually reinforces the game’s goal of balancing the magi and martial classes. Over the course of the 10 […]

Remaking Magic: Avoid All Absolutes

Posted 4 CommentsPosted in DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Magic, Mechanics, Spells

Yet another of my self-imposed ‘rules’ for Heroes Against Darkness is to avoid the sorts of absolute effects of earlier (and future!) versions of D&D.  The history of D&D is littered with absolute effects, here are a few of the more egregious that come to mind: •  Immunities (such as the Dwarven immunity to poison that has […]

Remaking Magic: Narrative Control

Posted 2 CommentsPosted in Anima, DnD, Dungeons and Dragons, HAD, Heroes Against Darkness, Magic, Spells

Much to the consternation of some of my more seasoned D&D players, Heroes Against Darkness doesn’t have some of the staples of magic that feature in D&D.  When looking for solutions to some problems their characters faced, they’d ask about spells that they’d used in D&D to solve similar situations. I made a conscious decision in […]