The origin system in 4th edition D&D was one of the subtler bits of design tech they had. The basic idea was that if you made an overarching term to explain how a bunch of mechanics ‘felt’ you could then reference that term. If something worked one way because of how divine spellcasters worked, by making all the spellcasters that worked that way ‘divine’ you could tidy up feat payloads and make the game work a lot more fluidly.
This system got broke up into:
- Martial, where you stab and bash and use weapons and armour and you get a bunch of mechanics based on movement, pushing and pulling things
- Arcane, where you do wizard stuff, magic about thinking, and you get a bunch of mechanics based on making zones, summoning things and long-term effects
- Divine, where you do cleric stuff, magic about getting an invisible friend to help you out, and you get a bunch of mechanics based on on healing, radiant damage, and ongoing rules-setting
- Primal, where you do naturey stuff, connected to animals, plants and so on, and you get mechanics based on Just Having More Hitpoints.
- Shadow, Sir Not Appearing In This Conversation
- Psionic, where you get to do mind-warpy stuff, and the mechanics were linked with the power points mechanic*.
This, like the role system, was excellent for giving identity to unify mechanical identity, gave players a way to understand their characters, didn’t get in the way doing it, and I’ve written about it in the past. It’s great.
Wait, what’s that *?
What’s that about?Continue Reading →