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General Tabletop Discussion
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Druid, Ranger & Barbarian: What distinguishes the magic of the Primal classes?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9101139" data-attributes="member: 6790260"><p>Yes, this would be exactly the problem. Reversing order doesn't matter, equality is a bidirectional relation.</p><p></p><p>If it is supernatural, it is magic. And if it is magic, it is supernatural. People quite clearly treat the two as equivalent; I don't think <em>that</em> part is up for debate.</p><p></p><p>But as soon as you call something "magic" in D&D, people start thinking it should be subject to the rules and trappings of faux-hermetic, pseudo-Vancian spellcasting. The <em>very specific</em> rules and trappings that that entails. 5e has put an absolute crapton of its supernatural stuff into spells--and "One D&D" is doubling down on this.</p><p></p><p>It is incredibly stupid to me that things like Hunter's Mark, Hex, pact boons, smites, and other such things have been, or are being, turned into spells. They're locked into the rigid mechanical <em>and</em> thematic structure of spells. These things <em>should</em> be their own distinct things, allowed the mechanical and thematic freedom to take whatever form makes sense, not beholden to working the way Wizards work. That's why they're distinct things, mechanically and thematically, and not something just any old Wizard could learn!</p><p></p><p>Equally importantly, by foisting these things off into the spell list, the game is <em>doubling down</em> on the "you cannot look at the stat block, you must constantly flip pages to know how things work." Now, a quarter of a Ranger's critical class features are opt-in rather than opt-out, and half the Warlock class requires you to hunt down things three chapters later to find out how they work. Having the key class features be...you know...<em>featured in the class itself</em> is a huge boon both for general usability and for making things more approachable to players. Two things 5e was (allegedly) supposed to have put as their second most important design goals. It isn't good to have monsters you can't play without flipping through the spell list repeatedly. It is <em>worse</em> to unnecessarily make <em>even more</em> characters who are dependent on doing so.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9101139, member: 6790260"] Yes, this would be exactly the problem. Reversing order doesn't matter, equality is a bidirectional relation. If it is supernatural, it is magic. And if it is magic, it is supernatural. People quite clearly treat the two as equivalent; I don't think [I]that[/I] part is up for debate. But as soon as you call something "magic" in D&D, people start thinking it should be subject to the rules and trappings of faux-hermetic, pseudo-Vancian spellcasting. The [I]very specific[/I] rules and trappings that that entails. 5e has put an absolute crapton of its supernatural stuff into spells--and "One D&D" is doubling down on this. It is incredibly stupid to me that things like Hunter's Mark, Hex, pact boons, smites, and other such things have been, or are being, turned into spells. They're locked into the rigid mechanical [I]and[/I] thematic structure of spells. These things [I]should[/I] be their own distinct things, allowed the mechanical and thematic freedom to take whatever form makes sense, not beholden to working the way Wizards work. That's why they're distinct things, mechanically and thematically, and not something just any old Wizard could learn! Equally importantly, by foisting these things off into the spell list, the game is [I]doubling down[/I] on the "you cannot look at the stat block, you must constantly flip pages to know how things work." Now, a quarter of a Ranger's critical class features are opt-in rather than opt-out, and half the Warlock class requires you to hunt down things three chapters later to find out how they work. Having the key class features be...you know...[I]featured in the class itself[/I] is a huge boon both for general usability and for making things more approachable to players. Two things 5e was (allegedly) supposed to have put as their second most important design goals. It isn't good to have monsters you can't play without flipping through the spell list repeatedly. It is [I]worse[/I] to unnecessarily make [I]even more[/I] characters who are dependent on doing so. [/QUOTE]
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Druid, Ranger & Barbarian: What distinguishes the magic of the Primal classes?
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