Tuesday, 31st January 2017, 00:14 by archaeo
@bel: Most of your counterarguments sound somewhat reasonable at 5 MP, but begin to look more questionable as you pile on the charms, something that I think you'd be incentivized to do if you plowed enough experience into charms to have level 5 spells. We also really haven't gotten into the meta discussion about the additional mechanical complexity created by this new spellcasting mechanic, how it plays with DDs, how it plays with antimagic weapons, how it plays with armour, etc., etc. It's a complicated change, and to say that "status quo bias" is the only reason not to make it looks incorrect.
When I was on my big food removal kick, gammafunk told me it would be a good idea to try and chart out all the stuff that would need changed. You might consider doing that for this idea if you'd like to convince the devs you're right. If you can address these concerns, maybe you'd have a winner.
@Dioneo: I think you're right that strategic opportunity costs aren't the point here, but I can't help but notice that there are more people calling for "charms drawbacks/costs" than people proposing what these new spells would look like.
In my opinion, "charms with drawbacks" will nearly always just look like hexes. You can imagine some charm-like effects that aren't hex-y; I remember somebody, maybe Siegurt, once proposed a "wind wall" that would replace rmsl/dms? But in general, I think that if we want spells you can't cast in safety/before combat, we want spells that target monsters and not the player.
I still think charms/tmut-as-equipment/jewelry/brands is the only proposal that actually addresses the various problems here, but it seems as though dpeg was the only one who ever thought that was an idea worth pursuing.