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Simplified 5e: Curating Spells

Nothing says "Magic!" like halting the game to spend a minute or three or ten looking up a spell and trying to figure out how it works.

Here's the sleep spell from D&D 5.5:

Sleep

Level 1 Enchantment (Bard, Sorcerer, Wizard)

Casting Time: Action

Range: 60 feet

Components: V, S, M (a pinch of sand or rose petals)

Duration: Concentration, up to 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Seems reasonable, right? Except the spell has, hiding beneath it, a lot of rules. A lot.

If J. Random Gamer tries to cast this spell, here are the terms they need to look up to understand how exactly this spell works:

We then have an immunity check that comes at the end of the spell's description.

Let's also break down all the spots where this spell could go wrong. I'm basing this list on my experience running ridiculous amounts of TTRPGs at game conventions with strangers:

Magic the Gathering is known as the most complicated game in the world, yet a Magic card designed like this would end up in the bin. What would a design optimized for execution time and clarity look like? Let's try this:

Arcane Slumber

Level 1 Enchantment (Bard, Sorcerer, Wizard)

Casting Time: Action

Range: 60 feet

Components: V, S, M (a pinch of sand or rose petals)

Duration: Instantaneous

Pick a point in space within range. Living creatures with 12 or fewer hit points within 10 feet of that point must make Wisdom saving throws or fall asleep.

Where'd all the words go? This version of sleep does two things.

The point of this exercise isn't, "Rules bad! The game can just suggest stuff and you can figure it out!" Vibe gaming is cool, but I think we can get the best of both worlds by thinking carefully about how to present effects. Design for the reality at the table, the experience of a person who doesn't know the rules in detail but can read and do what a text says to do.

In this case, we're using a term like asleep because the common understanding of how that works can map to a robust mechanical definition. Most groups can just vibe their way through this and get it 90% right. When an argument arises, the book gives a clear, technical definition.

The fatal flaw of the 5.5 spell is that it requires a technical understanding to function. If you use vibes to resolve the spell, you are very likely making it far too powerful. You need to read a lot of rules to get this right, slowing the game and distracting us from the real business of D&D.

Even worse, the poor chap who read the spell and now has to explain it to a vibe gamer is in for a rough time. If I actually use the rules, I end up with a spell that might simply fail to function (what if an "incapacitated" creature runs into a wall? Can it bang its hand to take a point of damage and wake up?) or that has significant, annoying overhead.

With spells, I'm following a few basic design guides:

Comments

I loved how simple arcane slumber is, and the fact it works even in higher level, as you said, if the creature's hit points are reduced to 12 hp.

Samir El Aouar

Good point! I was in math brain mode and thinking about a good cutoff point. It's a little lame if you roll low and the spell ends up being worthless. Maybe 2d8 + Int bonus?

Mike Mearls

Why a fixed 12 instead of some dice (e.g. "3d10") ? Rolling dice is fun. (I think it's easier to remember too)

Leonardo Raele


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