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The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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<blockquote data-quote="Ratskinner" data-source="post: 6095219" data-attributes="member: 6688937"><p>Absolutely. After a brief D&D hiatus following my group collapsing from the edition wars, I went back to a hacked BECMI game and just about fell over from the lightning-fast resolution. The DM was caught unprepared on the first night because he simply hadn't anticipated that we'd chew through so much in one night! -"I haven't written level 2 yet, guys." </p><p></p><p></p><p></p><p>I guess it depends on what you mean by "robust." I don't really find the traditional D&D magic system to be very robust. The fact that its a patchwork of wonky effects and mechanics is indicative of its fundamental weaknesses. (At least, its weaknesses outside of its original gamist paradigm.) The key is, IMO, to fall out into a more narrative or "abstract" stance on the adjudication/resolution end of the rules (for magic <em>and </em>mundane effects) i.e. "rulings not rules". So, for instance, you could still have spellcasters being very complicated characters with spell lists and the like. However, the <em>functioning</em> of those spells could be greatly simplified into something more like what you get with FATE or MHRP. So (to use FATE-like structures) <em><strong>Charm Person</strong></em> would place a <em>charmed</em> aspect on the target. This aspect could be invoked by the caster to help cause the subject to react favorably to the caster and suggestions the caster may make, perhaps granting (dis)advantage on any relevant checks or actions. Having a mechanic that works in a nice generally accessible way like that makes it very easy and speedy to handle things, while still giving plenty of depth and variety. Which seems much more robust, to me.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6095219, member: 6688937"] Absolutely. After a brief D&D hiatus following my group collapsing from the edition wars, I went back to a hacked BECMI game and just about fell over from the lightning-fast resolution. The DM was caught unprepared on the first night because he simply hadn't anticipated that we'd chew through so much in one night! -"I haven't written level 2 yet, guys." I guess it depends on what you mean by "robust." I don't really find the traditional D&D magic system to be very robust. The fact that its a patchwork of wonky effects and mechanics is indicative of its fundamental weaknesses. (At least, its weaknesses outside of its original gamist paradigm.) The key is, IMO, to fall out into a more narrative or "abstract" stance on the adjudication/resolution end of the rules (for magic [I]and [/I]mundane effects) i.e. "rulings not rules". So, for instance, you could still have spellcasters being very complicated characters with spell lists and the like. However, the [I]functioning[/I] of those spells could be greatly simplified into something more like what you get with FATE or MHRP. So (to use FATE-like structures) [I][B]Charm Person[/B][/I] would place a [I]charmed[/I] aspect on the target. This aspect could be invoked by the caster to help cause the subject to react favorably to the caster and suggestions the caster may make, perhaps granting (dis)advantage on any relevant checks or actions. Having a mechanic that works in a nice generally accessible way like that makes it very easy and speedy to handle things, while still giving plenty of depth and variety. Which seems much more robust, to me. [/QUOTE]
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Community
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The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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