Going over my design Philosophy for Magic

The goal with the magic system in mind is that I have more logic parts that can carry over from class to class for their abilities and carry over. To explain in better in terms; shared cost and abilities (to an extent) for each class at play.

An example; a Bard instead of using Inspiration points like in DnD instead has a unique way of using Spell Stress to act as Inspiration points and the same with other classes of a similar playstyle for point burning.

Does it increase the overall complexity? Yes.

Does it remove some of the flavoring? Kind of but no. They're still generic points but how they're used is how they're flavored.

After the whole, "oh were going to remove this thing so you can't use our stuff anymore, lol!" I decided to move towards making/ flavoring my own system, lore and culture with the gameplay systems.

Not only that but the mechanics are designed to make certain classes better suited to the players before them with having it where the homebrew of a system having a slotted in system.

Is that more stats to keep track of though? Kind of; again they're already there but now for all classes. It's a double edge sword in a way.

Magic should be board but at the same time; how it's used should be the niche not the other way around. After all it's far more interesting to see how the rules of magic are twist and turned with it co-existing next to other rules rather than applied to a specific class and having specific ruling for said class.

No more surprising the DM with a interaction of magical rules he never had to consider before.

Doesn't this make multiclassing easier? That's kind of the point...

So the core mechanics of certain classes are just usable for everyone now? Yes and no; yes that's usable for everyone but not able to be used as effective as said class.

All classes can channel magic through an object but not all classes can do it as good as a bard can channel his magic through an instrument or a Wizard channeling magic through a staff.

So is this easier to balance then? Well yes and no; again it's easier to exploit and easier to balance now.

In Conclusion;

Pros
Easier to multiclass
No more surprise mechanical interactions
Easier to balance
Makes it easier to homebrew
Makes it easier to steal ideas from other tabletop games
Back loaded complexity

Cons
More complex
More stats to keep track of in general
Easier to break
Front loaded complexity
Less direct flavor on casters

Mixed bag
Asymmetry to balance

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