Ah, but it is true. The world of D&D presumes that said world is inherently magical. Some things may have more magic than others, but that does not mean that everything is mundane and devoid of magic by our sensibilities. It is a world influenced by other planes of existence and you can use portals in the world to traverse them. The stars may have a bearing on the fate of mortals. The world may follow a magical destiny foretold from before. Magic is an inherent part of the physics of the world. For us it is metaphyics, but for D&D characters, it is physics. Magical energy infuses the entirety of D&D's world. A treant is just as natural in D&D as a tree. Bat fur is not just mundane fur off a bat; it has magical properties that can be used for spells. A wizard may use and manipulate magic, but a mundane person is no more removed from the magical physics of the world than the wizard is. Just because you are not splitting the atom does not mean that you aren't composed of atoms, so to speak.That's not true. In D&D a rock is just a rock, but an earth elemental is magical. A tree is just a tree, but a treant is magical. A person is just a normal mundane person, but a wizard uses magic. And so on. There's lots of magic in the D&D world, but the world itself is not magical as a whole. This holds true even with the other planes. If your PC went to Hell and encountered a river of lava, that lava would be mundane lava, not magical lava.
The game already added magic to everything; we are only debating how much.Clearly! You've added magic to everything, where the game itself doesn't have it.
I would say that Detect Magic is meant to detect comparatively sizable quantities or concentrations of magic that are worthy of note. Think of magic like radiation and Detect Magic as a geiger counter. Human beings are not devoid of radiation. Radioactive processes happen naturally within the human body all the time but it only becomes an issue when it exceeds certain thresholds of safety. So geiger counters are meant to detect and measure if radiation, or certain forms thereof, exceed those thresholds. And the way that Detect Magic works in 5e is that the spell creates a faint, visible aura on creatures or objects. I would say that it's not a matter of detecting whether you are magical or not, but how much of a glow you produce.Detect Magic should be renamed Detect Everything
That's a neat setting concept, but it's by no means baseline. D&D has as much or as little magic as needed by whichever setting you're using.Ah, but it is true. The world of D&D presumes that said world is inherently magical. Some things may have more magic than others, but that does not mean that everything is mundane and devoid of magic by our sensibilities. It is a world influenced by other planes of existence and you can use portals in the world to traverse them. The stars may have a bearing on the fate of mortals. The world may follow a magical destiny foretold from before. Magic is an inherent part of the physics of the world. For us it is metaphyics, but for D&D characters, it is physics. Magical energy infuses the entirety of D&D's world. A treant is just as natural in D&D as a tree. Bat fur is not just mundane fur off a bat; it has magical properties that can be used for spells. A wizard may use and manipulate magic, but a mundane person is no more removed from the magical physics of the world than the wizard is. Just because you are not splitting the atom does not mean that you aren't composed of atoms, so to speak.
The game already added magic to everything; we are only debating how much.
I would say that Detect Magic is meant to detect comparatively sizable quantities or concentrations of magic that are worthy of note. Think of magic like radiation and Detect Magic as a geiger counter. Human beings are not devoid of radiation. Radioactive processes happen naturally within the human body all the time but it only becomes an issue when it exceeds certain thresholds of safety. So geiger counters are meant to detect and measure if radiation, or certain forms thereof, exceed those thresholds. And the way that Detect Magic works in 5e is that the spell creates a faint, visible aura on creatures or objects. I would say that it's not a matter of detecting whether you are magical or not, but how much of a glow you produce.
And is this having a mechanical effect? While experiencing the searing pain of a fireball are the characters getting any disadvantages? After the sword slices through flesh, is there bleeding, which will continue to weaken the character until treated? Probably not, because fights in DnD have to be meta because of the sheer number of them. It's abstracted out of necessity. And once again, not a problem, but certainly meta. The loss of hp mean very little until they start creeping toward 0, therefore, I'm not in my character's shoes, experiencing the world through her eyes. FATE is criticized for its meta mechanics, but having a fate point slide my way is just as meta, to me, as those vanishing hp, from weapon blows, fire, acid, exploding traps, that don't actually have consequences until I'm dying.
But then all rpgs have meta elements. They don't bother me, or break my immersion.
Embrace the meta, love the meta, become one with the meta.
Considering hit points are a function of level, and level is a function of lived experience, I could certainly see an argument for amnesia depleting your hit points in a D&D setting.You need to know your character history to figure it out? Sorry, bud, your character got amnesia. Makes no odds to accurately playing their health in all the systems above. But how many D&D hit points do you have now? How do you feel right now? Or does your amnesiac character forget their hitpoints?
That is how Stress works in Fate too. Consequences can put more "meat" on the character, but Stress boxes are functionally as you describe here.
more and more i come to the conclusion that the meaning of metagame is "whatever i need it to be to fusss about something i dislike."
"Like the vast, overwhelming majority of gamers, I'm perfectly happy to blend roleplaying, powergaming, and metagaming in equal measure. "Exactly. You can take literally any mechanic and make arguments about how it is or is not meta, as you like. That's all Emerikol is doing. He has preferences...logically consistent preferences, I will grant...for the kinds of mechanics he likes, which is cool (if a bit quixotic, given his specific flavor of zealotry). The rest is just an attempt to persuade others, despite protestations to the contrary, that he's "right". Whatever that means.
This discussion is an amusing diversion in between actual game sessions, but it's pointless. Like the vast, overwhelming majority of gamers, I'm perfectly happy to blend roleplaying, powergaming, and metagaming in equal measure. I just want to be immersed in a good story while killing monsters and taking their stuff. I don't need anybody at the table to be "in character" for that to happen.