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The Ranger: You got spellcasting in my peanut butter!
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<blockquote data-quote="Umbran" data-source="post: 6347947" data-attributes="member: 177"><p>You show a desire to interpret the game rules as literal limitations on a person in a world. Sometimes, it helps us to consider them that way, but really, the rules *aren't* themselves literal game-world physics. They are there to govern game flow, and limit how often special stuff shows up in the resulting narrative. </p><p></p><p>Let me ask you - if you were playing chess, would you ask why you can't move *all* your pieces in one turn? I mean, they're supposed to be representations of units on a battlefield, and on a *real* battlefield you don't have to take turns! No, you don't ask that. Those are the rules of the game. They are structured that way because that's what makes the game an interesting challenge. The rules of chess are *NOT* an accurate simulation of warfare. </p><p></p><p>The same logic applies to D&D. It is a game. You have limited game resources, and a structure for your actions. Yes, if you extrapolate that strictly back, it means there are somewhat baroque limits on what a person in the world can do each day. But that's like saying that chess implies that knights on horses move in funny L-shapes all the time. As a game-balance issue, you don't get potent abilities that don't have limits on their use. You get a choice - abilities you can spam without limit, but do very little with each use, or more powerful abilities that have limits on their use. While the Rogue and Fighter classes, which quite mundane in styling an don't use the D&D spell structure, still have major abilities that are rest-based, which means limited uses per day.</p><p></p><p>Here's a thought - if there's a spell point variant in the DMG, you may get a lot closer to your goal. Only use spells that you can style appropriate to your desire - spell levels and slots go away - you just have a pool of points giving you only an overall limit on the game/narrative power you can throw about in a day. This even works as an in-world thing. If you work hard on a given day, you eventually get fatigued. Colloquially, we'd say you get, "brain fried". You're up and awake, but your ability to concentrate and be creative and do useful work diminishes. The "spell points" become a limited pool of cognitive ability and attention that needs rest to replenish on occasion.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6347947, member: 177"] You show a desire to interpret the game rules as literal limitations on a person in a world. Sometimes, it helps us to consider them that way, but really, the rules *aren't* themselves literal game-world physics. They are there to govern game flow, and limit how often special stuff shows up in the resulting narrative. Let me ask you - if you were playing chess, would you ask why you can't move *all* your pieces in one turn? I mean, they're supposed to be representations of units on a battlefield, and on a *real* battlefield you don't have to take turns! No, you don't ask that. Those are the rules of the game. They are structured that way because that's what makes the game an interesting challenge. The rules of chess are *NOT* an accurate simulation of warfare. The same logic applies to D&D. It is a game. You have limited game resources, and a structure for your actions. Yes, if you extrapolate that strictly back, it means there are somewhat baroque limits on what a person in the world can do each day. But that's like saying that chess implies that knights on horses move in funny L-shapes all the time. As a game-balance issue, you don't get potent abilities that don't have limits on their use. You get a choice - abilities you can spam without limit, but do very little with each use, or more powerful abilities that have limits on their use. While the Rogue and Fighter classes, which quite mundane in styling an don't use the D&D spell structure, still have major abilities that are rest-based, which means limited uses per day. Here's a thought - if there's a spell point variant in the DMG, you may get a lot closer to your goal. Only use spells that you can style appropriate to your desire - spell levels and slots go away - you just have a pool of points giving you only an overall limit on the game/narrative power you can throw about in a day. This even works as an in-world thing. If you work hard on a given day, you eventually get fatigued. Colloquially, we'd say you get, "brain fried". You're up and awake, but your ability to concentrate and be creative and do useful work diminishes. The "spell points" become a limited pool of cognitive ability and attention that needs rest to replenish on occasion. [/QUOTE]
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The Ranger: You got spellcasting in my peanut butter!
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