Raven Crowking
First Post
Yeah, I can see that. And, to be fair, we certainly played that way. By and large, most of these things were just handwaved away as much as possible.
However, I do find it rather refreshing to play a version of D&D where I don't have to do that quite so much. It doesn't actually take that many changes to make the D&D magic system not have so much of an impact on world building really - just remove a lot of the permanent effects, particularly at low levels.
On the basis of a lot of posts, from a lot of posters (yourself included), I would argue that you still aren't playing a version where less handwaving is required. Instead, you are playing a version where the onus of the handwaving has changed from handwaving the effects of magic to handwaving the causes of supposedly non-magical effects.
Which is fine; a choice of where the handwaving occurs is a good thing. But, AFAICT, and on the basis of many, many threads and many, many posts, there is not actually less handwaving. It's just been moved around some.
I am not actually convinced that a reduction in handwaving, without a resultant reduction in options, is possible. And I don't mean options as in "What can magic do?" but rather options as in "What actions can the players choose to have their characters undertake?" It seems to me that handwaving, in nearly every instance, is the result of the players pushing against the boundaries of the GM's preexisting work and the limitations of the logic thereof. The only way to avoid it is to deny the players a chance to push up against those boundaries. IMHO, that isn't good for either players or GM, but YMMV.
RC
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