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<blockquote data-quote="JohnSnow" data-source="post: 8955115" data-attributes="member: 32164"><p>I definitely think the D&D power gradient is nuts, and one of my biggest pet peeves is that it has more levels of dead than the world of the <em>The Princess Bride </em>which, I like to remind people, was a comedy.</p><p></p><p>I think a pretty flat health curve is smart. I'm also unclear on whether magic swords should actually provide a bonus "to hit." It's something I've been thinking about relative to the inspirational fiction.</p><p></p><p></p><p>I hadn't really thought about the idea that ability scores constrain people's imaginations. I find that they tend to help curate a character concept, but I concede that can be limiting. I think this is absolutely true of systems without a robust skill package.</p><p></p><p></p><p>I think the primary thing that needs to go away is "magic that always works" or "magic that implements binary conditions. I know that some old-school players love "Save or Die" mechanics, but I can't stand them. I love the idea of a wizard using magic to open a lock - but only <em>if</em> it's one of the spells he has. I'm reminded of Harry Dresden. Sure, he's got a spell that can blow open doors, but fine manipulation isn't his strong suit, so he relies on the skill of picking locks he learned from his stage magician father.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8955115, member: 32164"] I definitely think the D&D power gradient is nuts, and one of my biggest pet peeves is that it has more levels of dead than the world of the [I]The Princess Bride [/I]which, I like to remind people, was a comedy. I think a pretty flat health curve is smart. I'm also unclear on whether magic swords should actually provide a bonus "to hit." It's something I've been thinking about relative to the inspirational fiction. I hadn't really thought about the idea that ability scores constrain people's imaginations. I find that they tend to help curate a character concept, but I concede that can be limiting. I think this is absolutely true of systems without a robust skill package. I think the primary thing that needs to go away is "magic that always works" or "magic that implements binary conditions. I know that some old-school players love "Save or Die" mechanics, but I can't stand them. I love the idea of a wizard using magic to open a lock - but only [I]if[/I] it's one of the spells he has. I'm reminded of Harry Dresden. Sure, he's got a spell that can blow open doors, but fine manipulation isn't his strong suit, so he relies on the skill of picking locks he learned from his stage magician father. [/QUOTE]
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