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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1420309" data-attributes="member: 94"><p>Divination, by the default rules of the setting, is the "trump." Nothing can be hidden that cannot be revealed through a higher form of divination, short of DM fiat.</p><p></p><p></p><p></p><p>My comment was in reference to commune. Commune is not an alignment detection spell, so I'm not sure what your argument is. Commune is the act of petitioning the gods <em>directly</em> for the answer to any question-- and the knowledge that whatever action is suggested is the right action. (And if not-- <em>atonement</em>.)</p><p></p><p></p><p></p><p>I think you got that backwards. It is impossible to "make the adventure the journey" when the journey is accomplished by teleport and is over in the blink of an eye. That's not much of an adventure. </p><p></p><p>Imagine Lord of the Rings with a Helm of Teleportation.</p><p></p><p></p><p></p><p>There is no such thing as a "soul" defined in the game nor is there any finality of "soul"; in fact, the spell description says just the opposite. Unless the player chooses NOT to be resurrected, he's resurrected. Such a choice is not a "sacrifice." Tackling the dragon when you know there's no coming back is a sacrifice. Tackling the dragon knowing you, personally, might just decide, "Ahh, I'm tired, screw it, I'll stay dead." is not a sacrifice. Sacrifice is giving yourself over to things beyond your control. </p><p></p><p></p><p></p><p>So you're saying you are forced to redefine what the spells say they do, in order to make the story do what you want it to do. </p><p></p><p>I kinda think that's what the low-magic DMs are doing, too.</p><p></p><p>Leaving the spells in your game and then completely nerfing them through DM fiat is no better than just removing them in the first place.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1420309, member: 94"] Divination, by the default rules of the setting, is the "trump." Nothing can be hidden that cannot be revealed through a higher form of divination, short of DM fiat. My comment was in reference to commune. Commune is not an alignment detection spell, so I'm not sure what your argument is. Commune is the act of petitioning the gods [i]directly[/i] for the answer to any question-- and the knowledge that whatever action is suggested is the right action. (And if not-- [i]atonement[/i].) I think you got that backwards. It is impossible to "make the adventure the journey" when the journey is accomplished by teleport and is over in the blink of an eye. That's not much of an adventure. Imagine Lord of the Rings with a Helm of Teleportation. There is no such thing as a "soul" defined in the game nor is there any finality of "soul"; in fact, the spell description says just the opposite. Unless the player chooses NOT to be resurrected, he's resurrected. Such a choice is not a "sacrifice." Tackling the dragon when you know there's no coming back is a sacrifice. Tackling the dragon knowing you, personally, might just decide, "Ahh, I'm tired, screw it, I'll stay dead." is not a sacrifice. Sacrifice is giving yourself over to things beyond your control. So you're saying you are forced to redefine what the spells say they do, in order to make the story do what you want it to do. I kinda think that's what the low-magic DMs are doing, too. Leaving the spells in your game and then completely nerfing them through DM fiat is no better than just removing them in the first place. Wulf [/QUOTE]
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